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Switch to Forum Live View The Auction of Shade
6 years ago  ::  Dec 06, 2007 - 9:15AM #51
nickbeat
Date Joined: Mar 16, 2005
Posts: 1,494
"Yes, we must make haste. I do not wish to see you kill the simple beasts who only fight to survive." And with that thought Dahdmib moves toward the exit, following along with his companions.
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6 years ago  ::  Dec 06, 2007 - 9:55AM #52
Copper_Griffin
Date Joined: Jan 12, 2004
Posts: 391
It takes some pulling and prodding but you manage to get the Kaarnathi marine to his feet and shuffling weakly down the halls. It's certainly easy enough to find your way back outside.

The wind has definitely picked up and the temperature has dropped since you last stood on this spot just a few hours ago. A glance upwards shows the gathering storm clouds and that you have a few hours of daylight left. By the time you take your first steps down the winding trail that lead you there, large heavy flakes of snow are beginning to fall.

Spot and Listen checks please.

Thram Show

How would you feel about Mik having been a captive or slave of the Q'Barrans for a brief time? Not sure if that's a fit or a way you'd like to go with your character but it would easily explain the tattoos that have always been there but will soon 'awaken'.

I can also give you an opportunity to purchase or barter for them down the road as well, so whatever you want is fine by me.
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6 years ago  ::  Dec 06, 2007 - 9:58AM #53
hh2k3
Date Joined: Feb 11, 2007
Posts: 1,925
Thanks for the healin', Dahd... but by the sounds of what Par has to say, these are not necessarily the "simple" beasts... perhaps, but it remains to be seen. We ought to head out, and ambush them as they give chase, as need be... states Durithen.

As the group gets out into the snow, with the struggling prisoner in tow, Durithen suddenly cocks his head, as if he's noticed something...

ooh, nice rolls if I do say so myself, 26 spot and 25 listen...

Status Show

Senses: Listen 9, Spot 9 (+2 for unusual stonework) , Search 5 (, +2 for unusual stonework)
Hit Points: 83 / 112
Action Points: 9 / 9

Armor Class (Normal): 29 +4 Dodge vs Giants, -2 Punishing Stance
Armor Class (Touch): 10 +4 Dodge vs Giants, -2 Punishing Stance
Armor Class (Flat-Footed): N/A (Uncanny Dodge)
Initiative: +0
Base Attack Bonus: +8
Special: Grapple +12, vs Grapple +12, Bull Rush +4, vs Bull Rush +8, Overrun +4, vs Overrun +8, Trip +4, vs Trip +8
Speed (Land): 30 ft
Weight Carried: 95 lbs, Light Encumbrance
[0-100 (Light), 101-200 (Medium), 201-300 (Heavy)][/font]

Melee Attacks
+1d6 Punishing Stance, +1 to hit vs orcs/goblinoids, Power Attack, Maneuvers
+13/+8 +1 Frost Adamantine Dwarven Waraxe, 1d10+5+1d6(cold) (20/x3 Slashing)
+12/+7 Silvered Warhammer, 1d8+4 (20/x3 Bludgeoning)
+12/+7 Cold Iron Dwarven Waraxe 1d10+4 (20/x3 Slashing)
+12/+7 Short Sword 1d6+4 (19-20/x2 Slashing)
+12/+7 Dagger 1d4+4 (19-20/x2 Slashing)

Ranged Attacks
+1 to hit vs orcs/goblinoids
+9/+4 MW Mighty (+4) Composite Shortbow, 1d6+4, (20/x3 piercing), Range 70

Saves
Fortitude: 18
Reflex: 6 (7 vs traps)
Will: 11 (13 vs spells/spell-like effects)

Special Attacks & Abilities
Maneuvers
*Insightful Strike (3 DM), Standard Action Melee Attack, damage = concentration check (1d20+16).
Sudden Leap (1 TC), Swift Action, Jump check as swift action and move that distance, provoking AoO, can tumble to avoid.
*Claw at the Moon (2 TC), Standard Action Melee Attack, Jump check DC = Targets AC, if succeeds, extra 2d6 damage and +4 to confirm criticals on that attack.
*Mountain Hammer (1 SD), Standard Action Melee Attack, deal 2d6 additional damage and overcome any hardness.
* = Readied

Stances
Punishing Stance (1 IH), +1d6 damage with melee attacks, -2 penalty to AC.
The Hairhelmet
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6 years ago  ::  Dec 06, 2007 - 11:15AM #54
nickbeat
Date Joined: Mar 16, 2005
Posts: 1,494
Dahdmib warily takes in the surrounding dusk, noting the falling snowflakes and remaining watchful of danger.
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6 years ago  ::  Dec 06, 2007 - 1:04PM #55
Akavasha
Date Joined: Oct 31, 2007
Posts: 10,812
OOC Spoiler: Show
Wow, we’re already on page 2. Impressive!

Thot: Do you want to share the cost of the Wand of Repair? Or Raynē can buy a second one, just in case.

1

Raynē throws the dwarf a wink and chuckles at his course joke. If he were a dragon she would be in love. Sadly, he is merely a dwarf, albeit one of the strongest and wittiest she’s had the pleasure of meeting. She’s listened to his stories of what it is like when a dwarf clan gathers together for winter and it always sounded like such great fun. She hasn’t met too many dwarves but thinks they must be the most practical and yet good natured race around. 2

Raynē echoes everyone else’s opinion as far as the miniature statue of Scale is concerned. This is the first real lead he’s ever had to his creation and she hopes it doesn’t turn out to be just some tantalizing teaser. She is a bit sad, though she would never admit such a thing to her companions. She rather liked thinking of Scale as perfectly unique. Oh, she is certain even if there are others out there like him that he is uniquely himself and if he finds his family she will be very happy for him; it was just simpler when she thought he was alone. This should provide quite interesting, if they can learn more from the statue they might know where to look next.

She pauses, raising her head to sniff at the wind, much like a predator. The sound of a lone wolf echoes on the wind and Raynē’s dark eyes narrow. She waits a few moments and then frowns. Just a single wolf and not a pack? She would have been less suspicious if another cry had answered the first. She has fought on the field of battle long enough for her breathing to deepen, stirring and filling a small chamber next to her stomach. If needed, she has the capacity to breathe a line of fire, much like a dragon; actually, exactly like a dragon, except on a much smaller scale. Proof of her skills as a Dragon Shaman.

With only one wolf cry, either a scout is alerting the pack or there is a druid or mage of some kind out there who is bonded to a wolf. There is one other explanation, that this might be a lone male wolf, though an outcast of the pack wouldn’t be sending out signals to alert the pack of his whereabouts. She dismisses that it might be a lone wolf with no pack. That leaves either other wolves showing up soon or something that might actually prove dangerous to them.

She purposely ignores Parellen rising into the sky, instead gritting her jaw while she finishes packing away the iron chest. Done, she shrugs the backpack on, again thinking how she carries too much with her if she needs such a large bag. It has proved helpful in the past, especially when they’ve needed to remove treasure claimed by themselves or The Council. She remembers one very crafty green rogue dragon-god that The Council sent them after. The others may not have realized who was behind their orders but she knew. They caught the green, hiding among a band of halflings on the Talentia plains and actually pretending to be a halfling. He had managed to magically charm the entire band of Elders, and had slept with many of the single women and not a few of the married ones when they caught up with him. He had also helped himself to the halfling’s valuables and added them to his hoard nearby. First she handled the problem of possibly cross species breeding by adding a small amount of powder to their drinking water. It ensured no children would be born from any union with the dragon-god.

It took some doing but they finally procured the rogue dragon, handing him over to their employer, but not before learning where he kept his hoard. Her haversack was stuffed to full capacity, most of which they gave to the halfling band that had been charmed right out of their valuables. The halflings were very happy, especially since more was returned than was taken. Some went to The Council, and a very minor bit she kept for herself for supplies and to buy another dagger. No, while the haversack is not something she would normally travel with, it does serve its purpose and she remembers that as she straightens out a fold of the shoulder strap and settles it into place on her back. She double checks to make sure she can reach all her weapons and none of her mobility is hindered by the sack.

Parellan lands and motions for them to join him. What he has to say seems only to confirm the feelings she has. He asks if they can find the place again, pointing to her map case. “I’ve marked it clearly. Time to go,” she agrees.

Parellan and Scale can fly and now Mik reminds them he can step through dimensions. 3 What can she do? None of those things; perhaps someday. Right now what she can do is fight.

Raynē grabs the Kaaranathi marine’s arm and helps him to his feet. She isn’t gentle but she isn’t mean either. She not one of those who gets pleasure from other people’s pain and she isn’t a bleeding heart. She is simply doing a job, just like the marine would be if their roles were reversed. At least she would hope he has that much honor. She isn’t worried about him, not as long as her hand is on his arm. If he tries to escape she can easily burn him and with her belly stoked with fire, she is feeling quite confident she has things well in hand.

KEY Spoiler: Show

1. Spot 1d20 + 0 = {8}, Listen 1d20 + 0 = {20} Wow!

2. Yeah, I know, her ideal of the dwarves is a bit skewed. It’s Durithen’s fault for being so earthy and good natured, at least as far as Raynē is concerned. Anyone who tries to tell her dwarves are dour and serious, well, she will simply think them daft and idiots and not very well informed.  

3. Switching Draconic Aura to Energy Shield: Any creature striking you or your ally with a natural attack or a nonreach melee weapon is dealt 2 points of fire damage for each point of your aura bonus.


Battle Stats Spoiler: Show


Hit Points 48/56 
AC 20, Touch 14, Flat 17  (+1 Natural, +3 dex, +5 armor (elven chain), +1 shield)
Init +2
BAB +7/+2, Grap +11
Speed 30’ (base 30’, load 62/100, medium armor, no speed penalty w/ elven chain)
Fort +7 (7+0), Ref +6 (3+3), Will +7 (7+0)

Action Points: 9 (2d6); used 0/9

Effects:
-Draconic Resolve (Ex): Immune to paralysis and sleep effects. Also immune to a dragon’s frightful presence.
-Draconic Resolve (Ex): Under Endure Elements spell (renewed daily)
Energy Shield: Any creature striking you or your ally with a natural attack or a nonreach melee weapon is dealt 2 points of fire damage for each point of your aura bonus. Affects all allies within 30’ of Raynē.

Do NOT meddle in the affairs of dragons; for you are crunchy and go good with ketchup

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6 years ago  ::  Dec 06, 2007 - 8:35PM #56
Thramzorean
Date Joined: Jun 6, 2001
Posts: 4,663
To Dahb's comment Mik merely winked and said with a smile, "If they are coming here as directly as the dragon flies I think we can discount the 'simple' beast bit."

Mik girt his black and silver robes around himself as he stepped out the door, his natural stealth now taking over as he slunk through the shadows.

Spot: 4+21=25
Listen: 6+9=15

CG Show
Either that or Mik acquired the tattoos the good old fasioned way... off the deceased body of the psion who previous owned them

Status Show
HPs: 55
AC: 24

Default Maneuvers and Stances:
* Scent active stance

Default Soulmelds:
~ Keen Eye Glasses 2 Essentia
~ Bluesteel Bracers 1 Essentia
~ Lucky Dice: +1 saves

Current Observing Abilities:
- Low light vision
- Spot +21
- Listen +9
- Scent
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6 years ago  ::  Dec 07, 2007 - 12:48AM #57
Thot
Date Joined: Feb 6, 2003
Posts: 2,284
Listen, spot = [COLOR="Gray"]20, 15[/COLOR]

Once again walking on the ground, Parellan quietly places himself in the middle of his sturdier friends. Feeling safer, he now focuses on potential threats, including their prisoner.

Stats Show
HP = 31 / 42
AC 14, Touch 11, Flat 13
Init +0
BAB +3, Grap +4
Speed 30 (base 30, load 24/44 (87/130), No Armor)
Fort +6, Ref +3, Will +8 (+5 to saves against magic sleep, paralysis, and spells and abilities with the Light descriptor) [includes a +1 Resistance bonus from cape]

AP : 9 (2d6); used 0/9
False Life (Sp) 3/day, CL 8 : 1d10+8.
Healing belt : 2/3 charges left today.

Spell slots left :
0 : [_][_][_][_][_][_]
1 : [_][_][_][_][_][_][_][_]
2 : [_][_][_][_][_][_][X]
3 : [X][X][X][X]

Ongoing effects :
  • Low-light vision
  • Darkvision 60 ft
  • Blindsense 20 ft
Quis Custodiet Ipsos Custodes ?
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6 years ago  ::  Dec 07, 2007 - 8:09AM #58
Copper_Griffin
Date Joined: Jan 12, 2004
Posts: 391
Setting off down the trail only Rayne fails to notice what is painfully obvious to everyone else in the party.

Namely, the drops of bright red blood on the freshly fallen snow.

Predictably the trail, which is easy to follow, leads straight to the marine's left leg.
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6 years ago  ::  Dec 07, 2007 - 8:27AM #59
Akavasha
Date Joined: Oct 31, 2007
Posts: 10,812
Rayne is too busy helping the marine march ahead to notice the trail he is leaving behind. They've set a goal for themselves and right now that is her focus, to get to the monastery with the marine intact.
Do NOT meddle in the affairs of dragons; for you are crunchy and go good with ketchup

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6 years ago  ::  Dec 07, 2007 - 8:41AM #60
Belabras
Date Joined: Oct 14, 2004
Posts: 5,556
Aka - saddly, Scale lost his wings in the switch over of builds. He's just as earth bound as Rayne now.

Listen and Spot checks (1d20+11=30, 1d20+13=15)


Scale nod's in agreement to the consensus, it is time to move on. As he slithers out of the room next to Durithen, he spares the chamber a backward glance. He silently vows that as long as he is functional, he will return to this place and find what other secrets it might hide regarding his origins. He puts a hand on his pack unconciously, protective of the statuette.

Coming back to the task at hand, Scale extends his senses to their farthest reach, alert to any hint of danger. It wouldn't be the first time that his and Parellan's expanded senses gave the Talonseekers the edge in a battle, and the mere act of detecting danger to the others gives the 'forged a warm feeling of belonging. They are his family, and he will protect them any way he can.

Anyone want to lay some repair on Scale on their way out?

status Show


Hit Points 33/67
AC 20, Touch 16, Flat 19 (+4 Composite, +5 NA, +1 dex) -2 raging
Init +4
Damage Reduction: 1/magic
Energy Resistance: 5/lightening
BAB +6, Grap +9
Speed 30 (base 30, load )
Fort +16 (+2 raging), Ref +1, Will +2

Action Points: 9 (2d6); used 0/9

Effects: Blindsense 30ft, Detect Magic
You can see my scifi/fantasy art at http://iron-spider.deviantart.com/
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