Wonder what things will be brought up in court in the middle of a celebration.
Are we dealing with foreigners complaining to us directly or something? I can see lots of knights complaining on slights to their "honor" and demanding honor duels or something.
Description: Standing tall, he is an ashen-haired man who holds himself with a quiet dignity, readily enough to be found in well-worn travelling clothes but knowing well the use to courtly attire for all his ill-fortune, the better to mask the faded scars of battle both real and otherwise.
HP: 60 AC: 10 + 4 (DEX) +7 (Celestial Glamered Reinforced Segmented Mithral Breastplate (+1) +4 (Mage Armor) +2 (PfE) = 21/25/27 Movement: 30 ft + 30 ft (AoRT) = 60 ft Initiative: +4 (DEX) Attack: +7/+2 (1d8+1/19-20 x2) or Crossbow +9 (1d8/19-20 x2) or Bomb +11/+6 (4d6+7) [At Ranges up to 30Ft, -1 to attack and damage modifier otherwise] Weapon Proficiency: Dagger, Longsword, Crossbow, Lance Immunities:Possession/Mental Control
Detect Magic/at will: An alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
Anklets of Rapid Translocation:
Benefit from a +30ft Enhancement bonus to ground movement speed.
2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Once per day on command, a Boro Bead enables the bearer to recharge any one extract that he had mixed and then consumed that day. The extract is then reconstituted and usable again, just as if it had not been drank. The extract must be of a particular level, depending on the bead. A bead works on an infusions, but not a potion, elixir, bomb, mutagen, or non-magical Alchemical material such as antitoxin.
Upon command, the armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a True Seeing spell or similar magic reveals the true nature of the armor when it is disguised.
Greater Amulet of Protection from Evil: +1 Constitution
3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Healing Belt of Resources:
Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
As often as once per round as a Standard Action, using the Full Pouch spell effect, you can draw out a duplicated Alchemical item which is stored in the pouch. Only one such duplicated item can exist at any given time.
Launcher:
Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.
Poisoner's Gloves: +2 Dexterity
Each glove may be filled with a single dose of poison, a potion, alchemist infusion, holy water, or similar liquid as long as the liquid would not harm the gloves. The wearer can deliver the dose to a target as a Melee Touch attack or as part of an Unarmed Strike. In the case of a personal infused extract, the opponent receives both a Fortitude save and Spell Resistance. The wearer can use both gloves in the same round using Two-Weapon Fighting. Filling a glove is a Full-Round Action that provokes Attacks of Opportunity.
Quick Runner's Shirt:
Once per day as a Swift Action, the wearer can take an additional Move Action to move and then immediately end his turn, losing any unspent actions.
Ring of Endurance:
3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Equipped Magic items:Anklets of Rapid Translocation, Boro Beads, Celestial Glamered Reinforced Segmented Mithral Breastplate (+1), Cloak of the Hedge Wizard (Conjuration), Earring of Arcane Acuity (+2 INT), Greater Amulet of Protection from Evil (+1 CON), GreaterRibbon of Disguise, Handy Haversack, Healing Belt of Resources, Launcher, Poisoner's Gloves (+2 DEX), Quick Runner's Shirt, Ring of Endurance, Ring of Sustenance,+1 Ghost Touch Bronze Longsword
Name: Chun Ting Lo
Alias: 'Ting', The Easterner, Adept of the Moon-Blessed Silver Steps
Age: 31
Alignment: Neutral Good
Race: Human
Level: 8
Class: Monk 8
Class Features: Evasion, Fast Movement, Flurry of Blows, Purity of Body, Qi Pool, Qi Strike (Magic, Coldiron/Silver), Qi Power, Still Mind, Stunning Fist, Style Strike (Flying Kick)
Flaws: Overprotective, Sentimental
Languages Spoken: Yi Tish (Jinqi Dialect), Westerosi Common, Low Valyrian (Volantene, Myrish, Braavosi), Lhazarene, Qartheen
Description: This man stands at above average height, for an Easterner that is, with closely cropped black hair and dark eyes, with wide-set shoulders and large arms brimming with muscle. He is somewhat stocky for all that, with the beginnings a gut covering much muscle, but he has not in the least gone to seed. He most often wears clothes of common make, the only noteworthy apparel being a set of odd sandals, occasionally a tunic that looks almost robe-like.
Empty Body (Su): A monk with this ki power gains the ability to assume an ethereal state for 1 minute as though using the spell etherealness, using his monk level as his caster level. Using this ability is a move action that consumes 3 points from the monk's ki pool. This ability affects only the monk and cannot be used to make other creatures ethereal.
Ki Guardian (Su): As an immediate action before he rolls a saving throw against a targeted effect that also targets other allies or an area effect whose area includes other allies, a monk with this ability can spend any number of ki points and designate a number of adjacent allies equal to the number of ki points spent. The monk rolls one saving throw for each designated ally, using his bonus instead of the ally's. For each successful saving throw, the corresponding ally treats the effect as if that ally had succeeded at the saving throw, and for each saving throw failed, the corresponding ally treats the effect as if that ally had failed the saving throw. If the monk fails any of the saving throws (including his own original saving throw), the monk treats the effect as if he had failed the saving throw. A monk must be at least 6th level before selecting this ki power.
Insightful Wisdom (Su): A monk with this ability can spend 2 ki points as an immediate action to give another ally within 30 feet just the right word of advice to prevent disaster. If the ally can hear the monk, she can reroll a single attack roll or saving throw. The ally must take the second result, even if it is worse. A monk must be at least 8th level before selecting this ki power.
Flying Kick: The monk leaps through the air to strike a foe with a kick. Before the attack, the monk can move a distance equal to his fast movement bonus. This movement is made as part of the monk's flurry of blows attack and does not require an additional action. At the end of this movement, the monk must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.
Anklets of Translocation:
2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
Healing Belt ofGiant's Growth: +2 Constitution
Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
3/Day use Enlarge Person(self only) as a Swift Action for up to 10 rounds per day. The effect can be dismissed as a Free Action.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Monk's Robe: Outwardly, this appears to be nothing more than a simple brown robe.
If the wearer has levels in monk, her AC and unarmed damage is treated as a monk of five levels higher.
If donned by a character with the Stunning Fist feat, the robe lets her make one additional stunning attack per day.
If the character is not a monk, she gains the AC and unarmed damage of a 5th-Level monk (although she does not add her Wisdom bonus to her AC). This AC bonus functions just like the monk'sAC bonus.
Quick Runner's Shirt:
Once per day as a Swift Action, the wearer can take an additional Move Action to move and then immediately end his turn, losing any unspent actions.
Magic Items Equipped: Anklets of Translocation, Cloak of the Hedge Wizard (Conjuration), Gloves of Hero's Strength (+2 STR,+1 DEX), Greater Amulet of Protection Against Evil, Greatreach Bracers, Greater Ribbon of Disguise, Handy Haversack, Healing Belt of Giant's Growth (+2 CON), Insightful Earring of Arcane Acuity (+2 WIS), Monk's Robe, Quick Runner's Shirt, Ring of Mighty Fists (+2), Ring of Sustenance
Name: Ser Criston Storm
Alias: The Bastard of Blackhaven
Age: 47
Alignment: True Neutral
Race: Human
Level: 8
Class: Human Paragon 3/Fighter 5
Class Features: Adaptive Learning [Knowledge: War]
Flaws: Bitter, Implacable
Languages Spoken: Westerosi Common, Low Valyrian (Stepstones)
Description: Some men age well, and some more poorly than others. This knight has a definite debonair air about him, despite his superficially gruff exterior he is more well kept than a common-born Freerider, dressing in comfortable clothes when out of armor and even bathes more frequently than some Knights. The only concession to his active ruse is the wild mane of light hair that looks constantly wind-tousled.
HP: 76
AC: 10 + 2 (DEX) +11 (Reinforced Segmented Valyrian Steel Fullplate) +5 (SS; +1 Animated Spiked Extreme Shield) +1 (Deflection) OR +2 (PfE) = 30/31
Movement: 30 ft + 30 ft (BotBC) = 60 ft
Initiative: +2
Attack: +16/+11 [+7/+2 BAB +6 (STR) +2 (Valyrian Steel Bastard Sword) +1 (WF)] at 1d10+9 (19–20/×2) or Charge Valyrian Steel Bastard Sword +16 (1d10+9/19-20 x2) and Spiked Animated Extreme Shield +12 (1d6+6/x2)
Weapon Proficiency: Dagger, Mace, Longsword, Bastard Sword, Greatsword, Lance
Immunities: Possession/Mind Control
This large black leather bag has a wide mouth and laces to help keep it shut. It weighs 20 pounds and can carry up to 300 pounds or 10 cubic feet of material. Anything within the bag is protected by aGentle Repose spell.
1/Day when activated as part of a melee attack, you inflict additional damage based on the type of weapon your are wielding: Light (+1d8), One-Handed (+2d6), Two-Handed (+3d6)
Greatreach Bracers ofQuickstrike:
3/Day as a Swift Action, your arms stretch and elongate extending your Reach by 10 feet for one round.
1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Healing (3 charges/Day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
3/Day use Enlarge Person(self only) as a Swift Action for up to 10 rounds per day. The effect can be dismissed as a Free Action.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Quick Runner's Shirt:
Once per day as a Swift Action, the wearer can take an additional Move Action to move and then immediately end his turn, losing any unspent actions.
Resistant Cloak of the Hedge Wizard (Conjuration):
3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Translocating Boots of the Battle Charger:
Benefit from a +30ft Enhancement bonus to ground movement speed.
2/Day You can make a charge attack as a Standard Action (rather than a Full-Round Action), but only moving at your normal speed (instead of double). You must make the charge attack the same round the boots are activated, or the effect is lost.
If you also wear a magic item that grants an enhancement bonus to your Dexterity score, you can move across difficult terrain and through squares occupied by allies when making a charge after activating the boots. These boots can be activated twice per day.
2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Equipped Magic Items: Amulet of Protection From Evil, Corpse-Ferrying Bag, Earring of Arcane Acuity, Gloves of Hero's Might (+2 STR), GreaterRibbon of Disguise, Greatreach Bracers ofQuickstrike, Handy Haversack, Healing Belt ofGiant's Growth(+2 CON),Quick Runner's Shirt, Resistant Cloak of the Hedge Wizard (Conjuration, +1 Resistance), Ring of Endurance, Ring of Protection(Slotless) (+1), Ring of Sustenance, Spiked Animated Extreme Shield (+1), Translocating Boots of the Battle Charger, Valyrian Steel Bastard Sword (+2), Reinforced Segmented Valyrian Steel Fullplate (+2)
Description: Black of hair and with stormy eyes, her choice of dress has more to do with circumstance than any lack of interest, for though on dusty roads she will readily wear sturdy leathers or drab and simple clothes, they are well-kept and clean with impeccable, perhaps even meticulous care. Given the opportunity she is just as likely to be found in the style of Crownlander nobility with both refinement and grace, always aware is she of the latest trends.
Benefit from a +30ft Enhancement bonus to ground movement speed.
2/Day Instantly teleport up to 10 feet to an unoccupied destination within line of sight and line of effect. The wearer can teleport with objects, up to their maximum load, but cannot bring other creatures.
Boneward Belt: +2 Constitution
Healing (3 Charges/Day): 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8), or 3 Charges(Heal 4d8)
Upon command, the armor changes shape and appearance to assume the form of a normal set of clothing. The armor retains all its properties (including weight) when it is so disguised. Only a True Seeing spell or similar magic reveals the true nature of the armor when it is disguised.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Quick Runner's Shirt:
Once per day as a Swift Action, the wearer can take an additional Move Action to move and then immediately end his turn, losing any unspent actions.
Convert any spell of 3rd level and above to Fireball.
Ring of Endurance:
3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Magic Items Equipped: Amulet of Protection From Evil, Anklets of Rapid Translocation, Boneward Belt (+2 CON), Celestial Glamered Reinforced Segmented Mithral Fullplate (+3), Greater Dispelling Gloves of the Starry Sky (+1 STR), GreaterRibbon of Disguise, Handy Haversack, Mithril Heavy Shield (+1), Radiant Earring of Arcane Acuity, Ring of Endurance, Ring of Sustenance, Quick Runner's Shirt, Valyrian Steel Warhammer (+2), Wand ofCure Light Wounds(50 Charges)
You know with the whole festival thing, the funding and planning of potential conquest with the old bastard who's name currently escapes me, that whole business with the magic fighter jet, dealing with the hound, helping that bear guy find his daughter, that somehow ending up with us finding some madmen camped out dwarf fortress style in the Others' front lawn, stealing the closest thing to an Other for sacrifice, blowing up a mountain, building a magical metal dragon to act as our dynasty's herald, snacks, ect. ect.
And all that was only recently. Honestly at most that all took, what, 3 to 4 days if that?
You know with the whole festival thing, the funding and planning of potential conquest with the old bastard who's name currently escapes me, that whole business with the magic fighter jet, dealing with the hound, helping that bear guy find his daughter, that somehow ending up with us finding some madmen camped out dwarf fortress style in the Others' front lawn, stealing the closest thing to an Other for sacrifice, blowing up a mountain, building a magical metal dragon to act as our dynasty's herald, snacks, ect. ect.
And all that was only recently. Honestly at most that all took, what, 3 to 4 days if that?
To be fair, most of that was just a bit of talking and having a look at some projects that have finished after a lot of our minions put a lot of work into them.
Wonder what things will be brought up in court in the middle of a celebration.
Are we dealing with foreigners complaining to us directly or something? I can see lots of knights complaining on slights to their "honor" and demanding honor duels or something.
That would not really be interesting enough to present unless someone particularly high ranking is doing it. Generally the response from the lawmen to that sort of nonsense is 'public dueling outside the Circle and similar venues is illegal' with a helping of 'your neck will fit a noose just fine your lordship'.
That would not really be interesting enough to present unless someone particularly high ranking is doing it. Generally the response from the lawmen to that sort of nonsense is 'public dueling outside the Circle and similar venues is illegal' with a helping of 'your neck will fit a noose just fine your lordship'.
Yep.
As far as I can see both Criston and Ceria seem to be pretty dependant on having teammates that cover their weaknesses, like dealing damage, against an equal or stronger foe.
Though she can get lucky with Shivering Touch or her stunning whip.
How do you fluff Guidance of the Avatar for Ceria? We couldn't take it, back in the day, because it needs actual divine guidance and we didn't want Tiamat looking over our shoulder since Dany was the only person with deity.
Also Ting is one mean motherfucker if you try to keep your distance. He'd be good against Valaena.
@DragonParadox BTW, fixed a minor error in Denys sheet. Bombs get Dexterity bonus for being thrown... I think. So +3 more over BAB and the +1 from a feat.
She is probably going to arrive towards the end of the festival. There are not really a lot of ships that go as far north as Bear Island so even with you paying the captain's fee for anyone arriving for the festival she did not have many options.
Yep.
As far as I can see both Criston and Ceria seem to be pretty dependant on having teammates that cover their weaknesses, like dealing damage, against an equal or stronger foe.
Though she can get lucky with Shivering Touch or her stunning whip.
How do you fluff Guidance of the Avatar for Ceria? We couldn't take it, back in the day, because it needs actual divine guidance and we didn't want Tiamat looking over our shoulder since Dany was the only person with deity.
Also Ting is one mean motherfucker if you try to keep your distance. He'd be good against Valaena.