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Post by Cameron on Mar 5, 2021 17:42:25 GMT -8
SELLING TREASURE__In general, a character can sell something for half its listed price, including weapons, armor, gear, and magic items. This also includes character-created items. __Trade goods are the exception to the half-price rule. A trade good, in this sense, is a valuable good that can be easily exchanged almost as if it were cash itself. Wati has the following stats:
__Base Value (75% chance any item of this value or lower can be found for sale): 5,200 gp.
__Purchase Limit (the most money a shop in the settlement can spend to purchase any single item from the PCs): 25,000 gp.Tephu has the following stats:
__Base Value (75% chance any item of this value or lower can be found for sale): 11,200 gp.
__Purchase Limit (the most money a shop in the settlement can spend to purchase any single item from the PCs): 75,000 gp.
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Post by dmurphyca on Mar 5, 2021 22:10:50 GMT -8
Crodar BrightbladeMale half-orc paladin 17 LG Medium humanoid (human, orc) Init +0; Senses darkvision 60 ft.; Perception +0 Aura courage (20 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.), righteousness (10 ft.) -------------------- Defense-------------------- AC 44, touch 14, flat-footed 44 (+14 armor, +2 deflection, +8 natural, +2 sacred, +8 shield; +2 deflection vs. evil) hp 200 (17d10+102) Fort +23, Ref +13, Will +21; +2 resistance vs. evil Defensive Abilities orc ferocity; DR 5/evil; Immune charm, compulsion, disease, fear -------------------- Offense-------------------- Speed 30 ft. (20 ft. in armor) Melee +1 flaming adamantine bastard sword +25/+20/+15/+10 (1d10+7/17-20 plus 1d6 fire) or . . +1 holy cold iron bastard sword +25/+20/+15/+10 (1d10+7/17-20 plus 2d6 vs. evil) or . . mwk silver morningstar +24/+19/+14/+9 (1d8+6) or . . silver dagger +23/+18/+13/+8 (1d4+5/19-20) Ranged underwater heavy crossbow +17 (1d10/19-20) Special Attacks disease variant channeling 6/day (DC 22, 9d6 plus 4 channel bonus), smite evil 6/day (+4 attack and AC, +17 damage) Paladin Spell-Like Abilities (CL 17th; concentration +21) . . At will—detect evil Paladin Spells Prepared (CL 16th; concentration +20) . . 4th—greater angelic aspect, purify body . . 3rd—blade of bright victory[UM] (2, DC 17), holy whisper[APG] (DC 17) . . 2nd—ironskin (4) . . 1st—bed of iron (2), detect undead, funereal weapon (2) -------------------- Statistics-------------------- Str 22, Dex 10, Con 20, Int 8, Wis 10, Cha 19 Base Atk +17; CMB +23; CMD 37 Feats Blind-fight, Exotic Weapon Proficiency (bastard sword), Fearless Aura[UM], Improved Critical (bastard sword), Improved Natural Armor, Iron Will, Shield Focus, Weapon Focus (bastard sword), Weapon Versatility Traits indomitable faith, magical knack Skills Acrobatics -6 (-10 to jump), Climb +1, Diplomacy +14, Heal +5, Intimidate +8, Knowledge (religion) +4, Spellcraft +4, Swim +1; Racial Modifiers +2 Intimidate Languages Common, Orc SQ divine bond (weapon +5, 4/day), lay on hands 12/day (8d6), mercies (blinded, confused, cursed, diseased, shaken), orc blood Combat Gear boots of speed, wand of cure light wounds, wand of cure moderate wounds; Other Gear +5 full plate, +5 heavy steel shield, +1 flaming adamantine bastard sword, +1 holy cold iron bastard sword, crossbow bolts (30), mwk silver morningstar, silver dagger, underwater heavy crossbow[ARG], amulet of natural armor +4, bag of holding iii, belt of physical might +6 (Str, Con), cloak of resistance +4, ring of feather falling, ring of protection +2, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Iomedae)[UE], mess kit[UE], pot, soap, trail rations (5), waterskin, wooden holy symbol of Iomedae, 209 gp, 5 sp, 3 cp -------------------- Special Abilities-------------------- Aura of Courage +4 (20 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear. Aura of Faith (10 ft.) (Su) Attacks vs. foes in range bypass DR as good-aligned. Own attacks always count as good. Aura of Justice (10 ft.) (Su) As a standard action use 2 smite evil, allies in area gain smite at your bonus for 1 min. Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm. Aura of Righteousness +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. compulsion. Blind-Fight Re-roll misses because of concealment, other benefits. Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks. Darkvision (60 feet) You can see in the dark (black and white only). Detect Evil (At will) (Sp) You can use detect evil at will (as the spell). Disease Variant Channeling (±4 Sacred) Heal ability damage/Sicken Disease Variant Channeling 9d6 plus 4 channel bonus (6/day, DC 22) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Divine Bond (Weapon +5, 17 mins, 4/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties. Immunity to Charm You are immune to charm effects. Immunity to Compulsion You are immune to compulsion. Immunity to Disease You are immune to diseases. Immunity to Fear (Ex) You are immune to all fear effects. Lay on Hands (8d6 hit points, 12/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies. Mercy (Blinded) (Su) When you use your lay on hands ability, it also removes the blinded condition. Mercy (Confused) (Su) The target is no longer confused. Mercy (Cursed) (Su) When you use your lay on hands ability, it also removes curses, as per the remove curse spell at a caster level of your Paladin level. Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level. Mercy (Shaken) (Su) When you use your lay on hands ability, it also removes the shaken condition. Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd. Smite Evil (6/day) (Su) +4 to hit, +17 to damage, +4 deflection bonus to AC when used. Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (free act.). Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at www.wolflair.comPathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
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Post by zach on Mar 7, 2021 14:20:44 GMT -8
MordarMale half-orc paladin 17 LG Medium Humanoid (human, orc) Init +3; Senses darkvision 60 ft.; Perception +0 Languages Common, Orc Aura courage, resolve (allies within 10 ft. gain +4 morale bonus vs. fear, charm effects) ================================================= AC 29 (+2 deflection, +1 Dex, +1 natural, +1 trait, +14 armor), touch 14, flat-footed 26 hp 148(17d10+44); orc ferocity 1/day Immune charm, disease, fear Resist +2 on saves vs. death effects Fort +25, Ref +20, Will +25 ================================================= Speed 30 ft. (20 ft. in armor) Melee +1 holy flaming adamantine nodachi of mighty cleaving +22/+17/+12/+7 (1d10+7/15-20 plus 1d6 fire) __or masterwork glaive +22/+17/+12/+7 (1d10+6/x3) Power Attack +1 flaming adamantine nodachi +19/+14/+9/+4(1d10+16/15-20 plus 1d6 fire) __or masterwork glaive +19/+14/+9/+4 (1d10+15/x3) Ranged +1 composite longbow +19/+14/+9/+4 (1d8+4/x3, range 110) Space 5 ft.; Reach 5 ft. (10 ft. with glaive) Base Atk +17/+12/+7/+2; CMB +20(+22to bull rush); CMD 33(35 vs. bull rush) Atk Options Power Attack (-3 to hit, +6:1H/+9:2H damage), Improved Bull Rush Special Actions lay on hands (8d6 + mercies) 21/day (9 used) __channel positive energy (8d6, DC 19) __smite evil (+13 attack/deflection to AC, +17 damage) 5/day (0 used) __aura of justice (see below) __divine bond (weapon +3) 3/day (0 used) Combat Gear wand of ironskin {39/50}, sun falcon pectoral (1/day)
Paladin Spells Prepared (CL 13th, concentration +12) __4th (DC 18, 3/day) ~ chains of light, angelic aspect greater, restoration __3rd (DC 17, 4/day) ~ angelic aspect, fire of judgement, blade of bright victory, litany of escape __2nd (DC 16, 5/day) ~ eagle's splendor, ironskin, fire of entanglement, ironskin, __1st (DC 15, 6/day) ~ compel hostility, divine favor, veil of positive energy, hedging weapons, grace, bless Spell-Like Abilities (CL 13th, concentration +16) __At will ~ detect evil ================================================ Abilities Str 18, Dex 12, Con 15, Int 8, Wis 10, Cha 26 SQ aura of good (overwhelming), divine grace, mercies (fatigued, enfeebled, restorative), orc blood, weapon familiarity Feats Fey Foundling, Ironhide, Power Attack, Improved Bull Rush, Improved Critical (nodachi), Critical Focus (+4 to confirm), Staggering Critical. stunning critical Traits Defender of the Society, Reactionary Skills (-5 ACP) Acrobatics 0/-4 (-8 to jump), Diplomacy 16/+23, Intimidate 0/+6; Racial Modifiers +2 Intimidate ================================================ POSSESSIONS ================================================ Encumbrance (100/200/300 ~ 80, heavy) [armor] +3 full plate (50 lb) [belt] belt of giant strength +4 (1 lb) [neck] sun falcon pectoral (3 lb) [rings] ring of protection +2; [cloak] +2 cloak of protection (5 lb) +1 adamantine nodachi (8 lb), masterwork glaive (10 lb), +1 composite longbow {+3 Str} (3 lb), 20 cold iron arrows (3 lb), +2 gloves of incredible desterity, ring of force shield, headband charisma +6 and 8,860.81 gp cash Undivided Treasure __Backpack (2 lb)
Aura of Righteousness (Su) DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects. Aura of Justice (Su) Free action; expend two uses of your smite evil ability to grant all non-evil allies (including yourself) within 10 feet the ability to smite evil (using your bonuses). You and your affected allies must use a swift action (before the start of your next turn) to actually smite the target, and the bonuses last for 1 minute (for you, too). Defender of the Society (combat) You gain a +1 trait bonus to AC when wearing medium or heavy armor. Detect Evil (Sp) As the spell or, as a move action, on a single item or individual within 60 feet as if you'd studied it for 3 rounds. Divine Bond (Sp) Standard action; for 1 minute per level, weapon gains +3 enhancement bonus or specific special ability and sheds light as a torch. Fey Foundling (General) Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort). Ironhide (General) You gain a +1 natural armor bonus to AC. Lay on Hands (Su) Standard action (swift if used on self), [1/2 level + Charisma bonus] times per day, your touch heals (or harms undead, no save) 1d6 per 2 levels plus mercies. Mercy - enfeebled (Su) Your lay on hands also dispels any magical effects that are reducing one of the target's ability scores (your choice). Mercy - fatigued (Su) Your lay on hands also removes the fatigued condition for 1 hour. Mercy - restorative (Su) Your lay on hands also cures 1d4 points of damage to a single ability score. Mercy - Ensorcelled(Su) Your lay on hands also acts as dispel magic, using the paladin’s level as her caster level (maximum 20) Orc Blood You count as both human and orc for any effect related to race. Orc Ferocity 1/day, if brought below 0 hp, you can act as though disabled for 1 round. Smite Evil (Su) Swift action; one target within sight, until target is dead or you have rested. If target is evil, add your Charisma bonus to attack rolls and as a deflection bonus to your AC versus that target only. Also add your paladin level (doubled on first successful attack if target is undead, evil dragon, or [evil] outsider) to all damage rolls against target and bypass any damage reduction it has.
Arisen (Story) You don't die until your negative hit point total is equal or greater than 4+ your CON. Once per day as standard action, you can force yourself to carry on by strength of will alone, gaining 1 temporary hit point per hit die. These temporary hit points last for 10min Staggering Critical Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration. Stunning Critical Whenever you score a critical hit, your opponent becomes stunned for 1d4 rounds. A successful Fortitude save reduces this to staggered for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
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Post by willk on Mar 7, 2021 20:20:23 GMT -8
reserved for later use
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Post by triumphruin on Mar 11, 2021 17:37:17 GMT -8
Rafe DirwindMale human (Ulfen) sorcerer 17 CN Medium Humanoid Init +9; Senses Perception +25 (+26 to determine surprise), permanenced 'see invisibility' effect Languages Common, Skald ================================================= DEFENSE ================================================= AC 20 (+2 deflection, +5 Dex, +3 armor), touch 17, flat-footed 15 hp 98/98 (17d6+39) Resist electricity 20
Fort +14, Ref +17, Will +15 Immune Critical Hits, Sneak Attacks, Electricity ================================================= OFFENSE ================================================= Speed 30 ft. Flight 60ft (average) Melee dagger +7 (1d4-1/19-20) Ranged dagger (thrown) +13(1d4-1/19-20, range 10) Base Atk +8/+3; CMB +7; CMD 20 Atk Options Point-Blank Shot (+1 ranged attack & damage within 30 feet) Combat Gear antitoxin; wands of grease {8/50}, cure light wounds {28/50}, lightning bolt (cl10) {10}; potion of invisibility (2), cure moderate wounds (2); lesser ectoplasmic metamagic rod (0/3 used), lesser dazing metamagic rod (0/3 Used) greater bouncing metamagic rod (0/3 Used) __Arcane Scrolls comprehend languages, mage armor, knock, communal resist energy, phantom chariot, teleportation, greater planar binding
Sorcerer Spells Known (CL 17th, concentration +29) 8th (5/day, DC 27) ~ moment of prescience, prismatic wall, summon monster VIII (elementals only) (2 used)
7th (7/day, DC 26) ~ elemental body IV, forcecage, grasping hand, mage's sword, reverse gravity, spell turning (4 used)
6th (7/day, DC 25) ~ acid fog, elemental body III, chain lightning, sirocco, contingency, true seeing (1 used)
__5th (8/day, DC 24) ~ wall of stone, elemental body II, telekinesis, hungry pit, teleport, wall of force (4 used) __4th (8/day, DC 23) ~ black tentacles, confusion, dimension door, elemental body I, enervation, stone shape, telekinetic charge (2 used, including phantom chariot)
__3rd (8/day, DC 22) ~ dispel magic, fireball, fly, haste, mad monkeys, protection from energy, rage (5 used) __2nd (8/day, DC 21) ~ alter self, create pit, darkvision, flaming sphere, galvanic ray**, glitterdust, mirror image, web (3 used) __1st (9/day, DC 20) ~ enlarge person, feather fall, fulminating hands*, grease, magic missile, mount, protection from evil, vanish (0 used) __Cantrips (at will) ~ acid splash, detect magic, disrupt undead, light, mage hand, mending, open/close, prestidigitation, read magic Sorcerer Spell-Like Abilities (CL 17th, concentration +29) __elemental ray (1d6+10 electricity, range 30) 12/day (0 used) __elemental blast (20d6 electricity, 20-ft-radius burst, DC 29 Reflex half, range 60) 3/day (0 used) ================================================= STATISTICS ================================================= Abilities Str 8, Dex 20, Con 12, Int 10, Wis 10, Cha 28 SQ bloodline arcana, elemental bloodline (air/electricity) Feats Eschew Materials (bonus), Improved Initiative, Toughness, Spell Penetration, Greater Spell Penetration, Great Fortitude (bonus), Point-Blank Shot, Extend Spell, Empower Spell, Quicken Spell, Lightning Reflexes (Bonus), Persistent Spell, Dimensional Agility Traits Adopted (Militant Merchant), Resilient Skills (0 ACP) Appraise 1/+4, Bluff 2/+17, Fly 5/+13 (+18 using fly), Intimidate 2/+17, Knowledge (planes) 9/+12, Perception 17/+25 (+26 to determine surprise), Spellcraft 12/+15, Use Magic Device 3/+18 ================================================= POSSESSIONS ================================================= Encumbrance (26/53/80 ~ 21, light) [armor] silk ceremonial armor +2 (1 lb) [belt] belt of incredible dexterity +6 (1 lb) [body] mnemonic vestment (1 lb) [eyes] eyes of the eagle [feet] jaunt boots (2 lb) [hands] gloves of reconnaissance [head] circlet of persuasion [headband] headband of alluring charisma +6 (1 lb) [neck] stormlure [rings] ring of protection +2, minor ring of inner fortitude [robe] robe of arcane heritage (1lb) [shoulders] cloak of resistance +5 (1 lb); dagger (1 lb), and explorer's outfit (8 lb) __Handy Haversack (5 lb) with lesser ectoplasmic metamagic rod (5 lb), lesser dazing metamagic rod (5lb), rod of splendor (5lb), wand of lightning bolt (also a key), arcane scroll of limited wish, common dungeoneering kit (25 lb), soap (1 lb), bag of normal powder (.5 lb), 2 leather scroll cases (1 lb), rod of metal and mineral detection (5 lb), tobacco (20 lb), and 30,402.32 gp cash ================================================= SPECIAL ABILITIES ================================================= Adopted (social) You were adopted and raised by someone not of your actual race, and raised in a society not your own. You may immediately select a race trait from your adoptive parent's race. Bloodline Arcana Whenever you cast a spell that deals energy damage, you can change the type of damage to electricity. This also changes the spell's type to electricity. Elemental Ray (Sp) You can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of electricity damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Resilient (combat) You gain a +1 trait bonus on Fortitude saves.
Militant Merchant (race) You gain a +1 trait bonus to Perception checks made to determine surprise, and Perception is always a class skill for you. Elemental Body (Su): At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage from your energy type. * burning hands, but deals electricity damage instead of fire ** scorching ray, but deals electricity damage instead of fire
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Post by scottm on Mar 12, 2021 20:31:34 GMT -8
Undivided Treasure ListDeka-an-Keret: Governor of Tephu / High Priestess of Nethys. -Deconess Sekek Hakotep- The Sky Pharaoh Muminofrah of Sothis - high-ranking courtier in the Ruby Prince's court - important and influential. She can roust the gov. We pissed her off after brining her the ginormous crocodile. The Oracle Neferekhu journals of thoughts. She was an oracle, beheaded by her evil necromancer grandson who brought her to Wati in search of a cursed mask/tomb of the snake Shadow advisor. Nefrucheptses Favors OwedMenya the Whip in the Midwife District (armorsmith) 25% off armor (Rafe and Xarxikas only) Places of InterestTreasureThe Sky Pharoh's Pyramid Crypt of Air. the bodies wear pieces of fine gold jewelry set with precious stones -- necklaces, rings, and bracelets -- worth a total of 3,000 gp per mummy.4 bodies periapt of healthSilver mask of Hakmothes (4,200 gp and is a magic key to something) Other jewelry on the mummy is worth 6,200 gp in total. Shendakut's treasures: divine scroll of winds of vengeance, 4 flasks of unholy water, belt of giant strength +4, headband of alluring charisma +4, ring of protection +2 (with deeper darkness for the next 2 hours), gold unholy symbol of Set (worth 50 gp), 1 dose of true seeing ointment component (worth 250 gp), and gold headpiece (worth 700 gp) control pyramid - Air The Water Domain Large +2 keen spear, belt of physical perfection +2, bracers of armor +1, hand of glory, ring of evasion, and gold jewelry worth 900 gp Earth Temple Daat +1 human bane short sword, belt of incredible dexterity +2, cloak of resistance +2, amulet of natural armor +1, ring of protection +2, masterwork whip, noble's outfit and jewelry (worth 2,000 gp total), 2 potions of cure moderate wounds, and 1 potion of reduce person (CL 4) Sarcophagus room: total of 8,200 gp). In addition, one of the mummies clasps a scarab of Khepri in one hand. Betebre - cartouche of distinctive warding Eshen Theba 2 potions of cure serious wounds, headband of alluring charisma +6, major ring of electricity resistance, and bejeweled skirt (worth 8,000 gp) Fire Crypt of Balor Okaror Sendef forge fist amuletInhetef's jeweled purple robe is worth 5,600 gp. 19 ceramic vials sealed with wax and filled with rare perfumes (worth 50 gp each) are arranged around the edges of the coffin. The hidden compartment contains a staff of the hooded cobra (DC 22 Spellcraft using detect magic) wrapped in a bejeweled linen kilt worth 900 gp. the Assassin +2 horn lamellar, +1 unholy battleaxe, cloak of resistance +2, shoes of the firewalker, gold unholy symbol of Sekhmet (worth 50 gp) Ain-Mekh's sanctumThere are 27 inanimate mummies on the floor. Delicately wrought buckles of gold and beads of turquoise (worth 100 gp each) fasten their kilts. The piles of rotting cloth beneath the corpses on the wall are priestly vestments, along with 3 silver unholy symbols of Set (worth 25 gp each). A golden pectoral necklace, adorned with beads of carnelian, onyx, and tourmaline (worth 8,000 gp) 8 sets of +1 horn lamellar, +1 heavy wooden shield, +1 menacing khopesh, 1 masterwork javelin, 3 regular javelins 3 divine scrolls of create greater undead divine scroll of dictum divine scroll of mass bull's strength a divine scroll lying in a puddle of gore, its writing significantly damaged Cameron K. (GM):reveals that contemporary embalmers believe this spell to have been lost ages ago, and priests who conduct funerary tasks would be willing to pay 5,000 gp for it) 3 masks of Set made of hammered gold with onyx eyes (worth 7,600 gp each) Inner Sanctum: Wadjerit - rich gold jewelry (pectoral necklaces, bracelets, earrings, and rings) set with precious and semi-precious stones, worth a total of 7,000 gp Rumotsis - rich gold jewelry (pectoral necklaces, bracelets, earrings, and rings) set with precious and semi-precious stones, worth a total of 7,000 gp Ptehifer - rich gold jewelry (pectoral necklaces, bracelets, earrings, and rings) set with precious and semi-precious stones, worth a total of 7,000 gp Djemma - rich gold jewelry (pectoral necklaces, bracelets, earrings, and rings) set with precious and semi-precious stones, worth a total of 7,000 gp Bakhamen - rich gold jewelry (pectoral necklaces, bracelets, earrings, and rings) set with precious and semi-precious stones, worth a total of 7,000 gp Tabes - chime of interruption rich gold jewelry (pectoral necklaces, bracelets, earrings, and rings) set with precious and semi-precious stones, 4,500 gp in total Set guardians eyes: 8 red rubies valued 2000 each, a total of 16,000GP 7 silver mummiform statuettes (worth 250 gp each), a number of faceted gems (nine alexandrites and aquamarines worth 500 gp each, five blue sapphires and five fire opals worth 1,000 gp each, and two jacinths worth 5,000 gp artfully crafted animal figurines (a pair of ivory lions worth 100 gp each, a golden goat worth 150 gp, and an onyx spider worth 200 gp. serpentine owl figurine of wondrous powerNefferuset's loot. greater bouncing metamagic rod, divine scroll of implosion, wand of detect desires (10 charges), belt of incredible dexterity +2, headband of alluring charisma +2, cloak of resistance +3, ring of protection +3, 2 gold bracelets set with a purple corundum and an unusually large black opal (worth 3,250 gp each), red deshret crown capped by a gold hooded cobra with small rubies for eyes (worth 2,200 gp), gold earrings set with tiny black star sapphires (worth 2,000 gp for the set), gold pectoral necklace set with black pearls (worth 14,750 gp), 10 black gemstones of various types (worth 50 gp each), powdered lead and platinum (worth 250 gp), and silver dust (worth 25 gp) The octopus-headed statues have a total of four (4) emerald eyes worth 2,000 gp each. The three (3) jacinths set in the sarcophagus lid are worth 5,000 gp each. preserving flask The bottom of the 2-foot-deep pool is set with 75 small diamonds (worth 15,000 gp in total), which can be pried loose. Inner-sanctum Uhnkulat an immense, faceted ruby of flawless quality worth 15,000 gp General Tawaret 1 potion of inflict serious wounds, 1 flaming arrow +1, 14 frost arrows +1, 3 shock arrows +1, +1 full plate, +1 keen greatsword, +1 composite longbow of speed (+6 Str), belt of incredible dexterity +2, ring of protection +2 Chariot of the ConquerorCrodarRadromdivine scroll of winds of vengeance, divine scroll of implosion Mordarheadband of alluring charisma +4, 1 javelin of lightning, NehebakuMask of the Forgotten Pharaoh (Major Artifact) belt of physical perfection +2 ring of evasion Rafe1 dose of true seeing ointment component, greater bouncing metamagic rod
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Post by scottm on Feb 18, 2022 17:11:41 GMT -8
NehebkauFemale aasimar (plumekith) monk (zen archer) 12 / ranger (divine tracker) 5 LG Medium Outsider (native) Init +10 (+8 in urban areas); Senses darkvision 60 ft.; Low Light Vision, Perception +25 E,T Languages Common, Celestial, Osiriani ================================================= AC 37 (+4 Dex, +2 deflection, +1 dodge, +5 armor, +8 Wis, +3 monk, +3 natural, +1 insight), touch 29, flat-footed 32; Mobility hp 128 (11d8+5d11+27) Resist acid 5, cold 5, electricity 5 Fort +18, Ref +20, Will +22 ================================================= Speed 70 ft. (fast movement) Melee unarmed strike +18/+13/+8 (1d10+3) or mwk cold iron kama +19/+14/+9 (1d6+3) Ranged +1 Holy undead / construct bane composite longbow +24/+19/+14(1d8+5/x3, range 110) __or +26/+21/+16 (1d8+7+2d6/x3) vs. constructs* __or +28/+23/+18 (1d8+9+2d6+2d6/x3) vs. undead* ____Flurry of Arrows +25/+25/+20/+20/+15/+10 (1d8+5/x3, range 110) ______or +27/+27/+22/+22/+17/+12 (1d8+7+2d6/x3) vs. constructs* ______or +29/+29/+24/+24/+19/+14 (1d8+9+2d6+2d6/x3) vs. undead* _______________ Add +2 for * includes favored enemy bonuses and Bane weapon bonus
Base Atk +14/+9; CMB +21; CMD 46/41 FL Atk Options favored enemies (undead +4, constructs +2), Deadly Aim (-4 atk, +8 dmg), Point-Blank Shot __Snake Style; Perfect Strike 13/day (0 used), Vital Strike __ki pool (magic) 14/day (0 used), ki arrows Special Actions abundant step /blessings (double, holy strike) 5/day (0 used) Combat Gear wand of gravity bow lvl5 {25/50}, Winged boots of spider climbing & flight 0/3 used ,, 10 minutes/day (0 used), wands of cure light wounds {28 /50} & {25/50}, wand of Heroism {25/50}, wand of Heroism {50/50}, [/i] Ranger Spells Prepared (CL 4th, concentration +11) __1st (3/day, DC 17) ~ glide, gravity bow {0/2} Spell-Like Abilities (CL 12th, concentration +11) __1/day ~ see invisibility Spell-Like Abilities (CL 17th, concentration +19) __Constant ~ deathwatch, nondetection__1/day ~ death ward, eyebite (DC 19), finger of death (DC 20), speak with dead (DC 14)================================================= Abilities Str 16, Dex 18, Con 14, Int 10, Wis 26, Cha 8 SQ combat style (archery), favored terrain (urban +2), high jump, slow fall (30 ft.), track +2, zen archery Feats Weapon Finesse, Deadly Aim, Snake Style, Craft Wondrous Item, Vital Strike, Mobility __Bonus Feats (monk) Dodge, Improved Unarmed Strike, Perfect Strike, Point-Blank Master (longbow), Precise Shot, Improved Precise Shot, Improved Critical, Improved Initiative, Weapon Focus (longbow), Weapon Specialization (longbow) __Bonus Feats (ranger) Endurance, Point-Blank Shot (combat style) Traits Blood of Dragons (gain low-light vision) ,Magical Knack (ranger), Reactionary (+2 trait bonus on initiative checks) Skills {77} (4 skill points) Acrobatics 11/+20 (+28 to jump), Climb 1/+7, Craft (bows) 1/+7, Craft (clothing) 1/+7, Escape Artist 1/+8, Fly 10/+16, Heal 1/+11, Knowledge (arcana) 0/+2 {constructs only}, Knowledge (dungeoneering) 8/+11, Knowledge (geography) 1/+4, Knowledge (history) 1/+4, Knowledge (nature) 8/+11, Knowledge (religion) E 1/+4, Linguistics 1/+1, Perception E,T 14/+24, Sense Motive E 12/+25, Spellcraft 2/+5, Stealth T 3/+10, Survival E,T 3/+14 (+13 to follow tracks), Swim 1/+7; Racial Modifiers Acrobatics +2, Fly +2 __E favored enemy bonus may apply, T favored terrain bonus may apply ================================================= POSSESSIONS ================================================= Encumbrance (58/116/175 ~ 20, light) not counting the 58.5 pounds of arrows below [waist] belt of physical perfection +2, [chest] snakeskin tunic (2 lb) [feet] winged boots of spider climbing and flying (.5 lb) [headband] headband of inspired wisdom +2 (1 lb) [neck] amulet of natural armor +3 [rings] ring of protection+2/freedom of movement and ring of evasion[/i] [bracers]Bracers of Defense AC 5 [shoulders] cloak of resistance +40/1 (1 lb); ioun stone +1 AC (dusty rose prism) +1 undead bane darkwood composite longbow {+2 Str} (1.5 lb), +1 construct bane darkwood composite longbow {+2 Str} (1.5 lb), efficient quiver (2 lb) with 30 arrows, 10 cold iron arrows, 20 adamantine arrows, efficient quiver, yellow (2 lb) with 21 arrows, 20 cold iron arrows, 19 adamantine arrows, masterwork cold iron kama (2 lb), spell component pouch (2 lb), and silver holy symbol of Kephri (1 lb) __in the portable hole (58.5 pounds of arrows) 40 normal, 340 cold iron, masterwork bowyer's tools (5 lb), masterwork tailor's tools (5 lb),__Handy Haversack1 (5 lb) with cloak of Mountbanc, , bedroll (5 lb), blanket (1 lb), climber's kit (5 lb), compass (.5 lb), grappling hook (4 lb), hammer (2 lb), hooded lantern (2 lb), 10 pitons (5 lb), 150 feet of silk rope (15 lb), 25 feet of spider's silk rope (2 lb), 5 alchemist's fires (5 lb), 2 alkali flasks (2 lb), 4 pints of oil (4 lb), and 12,945.73 gp cash ================================================= SPECIAL ABILITIES ================================================= Additional Traits You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose Blessings (Su) Usable (in any combination) 3 + 1/2 your divine tracker level times per day. __(Trickery) Double: Move action, creates single mirror image for a number of rounds equal to your divine tracker level, does not stack with itself or mirror image spell. __(Good) Holy Strike: Standard action, touch one weapon to make it glow green, white, or yellow-gold, deal +1d6 damage vs. evil creatures, and overcome DR as if good-aligned for 1 minute. Endurance +4 to a variety of Fortitude saves, skill and ability checks; sleep in light or medium armor with no fatigue. Favored Enemies (Undead +4, Constructs +2) (Ex) Add bonus to Bluff, Knowledge, Perception, Sense Motive, Survival, weapon attack and damage rolls vs. creature type. Favored Terrain (Urban +2) (Ex) Add bonus to initiative, Knowledge (geography), Perception, Stealth, and Survival checks, leave no trail in favored terrain. "Flurry of Arrows" (Ex) A zen archer can flurry with bows, but no other attacks. You cannot use Rapid Shot or Manyshot when flurrying with a bow, either. High Jump (Ex) When jumping, you add your monk level to Acrobatics checks and always count as having a running start. Spend 1 point from your ki pool as a swift action to gain a +20 bonus for 1 round on Acrobatics checks to jump. Ki Arrows (Su) Spend 1 point from your ki pool as a swift action to change damage dice of arrows you shoot to that of your unarmed strikes (1d8) until the start of your next turn. Ki Pool (Su) Spend 1 point from your ki pool as a swift action to do one of the following: __{1} Make one additional attack at your highest bonus while flurrying __{2} Increase your speed by 20 feet for 1 round __{3} Gain a +4 dodge bonus to AC for 1 round __{4} Increase your bow's range increment by 50 feet for 1 round Point-Blank Master You do not provoke attacks of opportunity when firing the selected weapon while threatened. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Precise Shot You don't take -4 to hit when shooting or throwing into melee. Precise Shot, Improved Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Track Add half your ranger level to Survival checks made to follow tracks. Zen Archery (Ex) You may use your Wisdom modifier instead of your Dexterity modifier on ranged attack rolls when using a bow. This ability replaces maneuver training.
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Post by dmurphyca on Sept 8, 2023 16:04:15 GMT -8
RadromMale half-elf (Spireborn) cleric of Irori 17 LG Medium humanoid (elf, human) Init -2; Senses low-light vision; Perception +21 -------------------- Defense-------------------- AC 30, touch 13, flat-footed 30 (+9 armor, +3 deflection, +3 natural, +5 shield) hp 106 (17d8+34) Fort +10, Ref +5, Will +16; +2 vs. enchantments Immune sleep; Resist negative energy 10, positive energy 10 -------------------- Offense-------------------- Speed 30 ft. (20 ft. in armor) Melee +1 adamantine light mace +10/+5/+0 (1d6) or . . unarmed strike +9/+4/-1 (1d3-1) Special Attacks channel positive energy 4/day (DC 19, 11d6) Domain Spell-Like Abilities (CL 17th; concentration +21) . . At will—lore keeper (36), remote viewing (17 rounds/day) . . 7/day—rebuke death (1d4+8) Cleric Spells Prepared (CL 17th; concentration +21) . . 8th—mass cure critical wounds[D], greater planar ally, shield of law (DC 22) . . 7th—mass cure serious wounds (2), holy word (DC 21), regenerate[D] . . 6th—heal[D], heal, inspiring recovery, roaming pit (DC 20), greater shield of the dawnflower . . 5th—communal air walk[UC], breath of life (DC 19), cold iron fetters (DC 19), true seeing[D], true seeing . . 4th—cure critical wounds[D], dimensional anchor, communal protection from energy[UC] (4) . . 3rd—cure serious wounds[D], magic circle against chaos, communal resist energy[UC] (4) . . 2nd—cure moderate wounds[D], cure moderate wounds (3), find traps (2) . . 1st—burning disarm (DC 15), cure light wounds[D], cure light wounds (2), protection from evil (2) . . 0 (at will)—create water, detect magic, guidance, stabilize . . D Domain spell; Domains Healing, Knowledge -------------------- Statistics-------------------- Str 9, Dex 10, Con 10, Int 18, Wis 18, Cha 12 Base Atk +12; CMB +9; CMD 24 (28 vs. bull rush, 28 vs. trip) Feats Blind-fight, Brew Potion, Craft Wand, Dispel Focus, Greater Dispel Focus, Improved Unarmed Strike, Iron Will, Skill Focus (Disable Device), Skill Focus (Knowledge [religion]), Spell Penetration, Toughness Traits heavenly touch, trap finder Skills Acrobatics -5 (-9 to jump), Appraise +2, Bluff -1, Climb -5, Diplomacy -1, Disable Device +24, Disguise -1, Escape Artist -5, Fly -5, Heal +7, Intimidate -1, Knowledge (arcana) +19, Knowledge (dungeoneering) +10, Knowledge (history) +7, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (nobility) +7, Knowledge (planes) +18, Knowledge (religion) +24, Perception +21, Ride -5, Sense Motive +2, Spellcraft +19, Stealth -5, Survival +2, Swim -6; Racial Modifiers +2 Perception Languages Ancient Osiriani, Azlanti, Common, Elven, Osiriani, Varisian SQ elf blood, healer's blessing Combat Gear scroll of winds of vengeance, wand of cure moderate wounds; Other Gear +3 deathless mithral agile breastplate[APG], +3 heavy steel shield, +1 adamantine light mace, amulet of natural armor +3, bag of holding ii, cloak of resistance +2, eyes of the eagle, healer's gloves[UE], heavyload belt[UE], helm of comprehend languages and read magic, phylactery of positive channeling, ring of feather falling, ring of protection +3, stagger-proof boots, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), masterwork thieves' tools, mess kit[UE], soap, spell component pouch, trail rations (5), waterskin, 14,157 gp, 31 sp -------------------- Special Abilities-------------------- Blind-Fight Re-roll misses because of concealment, other benefits. Cleric Channel Positive Energy 11d6 (4/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent. Cleric Domain (Knowledge) Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills. Dispel Focus +4 CL when you attempt a dispel check. Elf Blood Half-elves count as both elves and humans for any effect related to race. Elven Immunities - Sleep You are immune to magic sleep effects. Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks. Energy Resistance, Positive energy (10) You have the specified Energy Resistance against Positive Energy attacks. Healer's Blessing (Su) Your cure spells are empowered for free. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 36. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Rebuke Death (7/day) (Sp) As a standard action, touch heals 1d4+8 dam to negative HP target. Remote Viewing (17 rounds/day) (Sp) Use clairvoyance/clairaudience as a spell-like ability. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at www.wolflair.comPathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
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