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  1. Moxi Rei'Wen Female, Neutral Good Gremlin, Alchemist (Construct Rider) 4 AC/TAC/FFAC: 18/15/14 | HP: 40/40 TEMP HP: 0 NON LETHAL: 05 | S/D/C/I/W/C: -2/+4/+2/+4/+1/-1 | F/R/W: +6/+8/+2 | Move: 30' Init: +4 | CMD: 14 | FCMD: 10 |Bombs 5/10 SKILLS: Appraise: +11, Craft (Alchemy) +15, Disable Device: +11, Knowledge (Arcana): 11, (Engineering): 11, (Nature): 11, Perception: +8, Ride: +15, Stealth: +12 Nodding to Rackham, Moxi smiled. "It's worth asking, it is a military vessel after all and I am not sure if the cargo has some sealed gimmick to make it harder for pirates to take the cargo hold if they board...Though them boarding poses an problem in and of itself, but that is besides the point. I, am, glad." When Midas spoke on Rex, Moxi beamed with pride over her Rexy. "Thank you. He's still a work in progress. But he is the bestest boy. Though. Yeah a flying construct would be tough...Aluminum might help with weight...and instead of the bird aesthetic maybe he could use membrane like wings where they can hold more air? Not sure on the designs he's attempted...though a running ostrich would be interesting." Moxi shakes her head and smiles with the other shenanigans taking place with boss and Dame, though she notes Zaer's uneasiness. AC: 17, HP: 40/40 SVS Fort: 4, Ref: 7, Wis: 2, Combat Free Action: Swift Action: Standard Action: Move Action: Extracts and Prep Level 1 Extracts Level 2 Extracts Level 3 Extracts Level 4 Extracts Level 5 Extracts Level 6 Extracts Adhesive Spittle School conjuration (creation); Level alchemist 1, Casting Casting Time 1 standard action Components V, S Effect Range 15 ft. Target one creature Duration 1 round/level or until discharged (see text) Saving Throw Reflex partial; Spell Resistance no Description Once during this spell’s duration, you can spit a viscous liquid as a standard action. This liquid functions as a tanglefoot bag, except you do not have to make a successful attack roll to hit your target. The DCs to counteract this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell’s DC rather than a tanglefoot bag’s normal DCs. The adhesive persists for 2d4 rounds after you spit it. A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.Bombers EyeSchool transmutation; Level alchemist 1, investigator 1 Casting Casting Time 1 standard action Components S Effect Range personal Target you Duration 1 round/level Description This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of any thrown weapon by 10 feet. In addition, you receive a +1 insight bonus on attack rolls made with thrown weapons. Crafters fortuneSchool transmutation; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, F (a tool) Effect Range close (25 ft. + 5 ft./2 levels) Target one creature Duration 1 day/level or until discharged (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) Description The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check. Comprehend LanguagesSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (pinch of soot and salt) Effect Range personal Target you Duration 10 min./level Description You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell. Cure Light WoundsSchool conjuration (healing); Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. ShieldSchool abjuration [force]; Level alchemist 1 Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 min./level (D) Description Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. SkimSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (a dog-eared page) Effect Range personal Target you Duration 1 hour/level Description This spell allows you to read written material in a quarter of the time it would normally take to read it. If you use this spell in conjunction with comprehend languages, you can read otherwise incomprehensible text four times faster than the spell indicates. If the text is fragmented, is particularly difficult to understand, or otherwise requires an ability check or skill check (such as a Linguistics check) to read quickly or at all, this spell doesn’t directly increase your reading speed, but instead grants you a +8 bonus on the check. This bonus also applies to Research checks when you research a particular topic within a library (Pathfinder RPG Ultimate Intrigue 148). Monkey FishSchool transmutation; Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 minute/level (D) Description Your hands and feet alter to make you better at climbing and swimming. You gain a 10 foot climb speed and swim speed. This spell has no effect if you are wearing medium or heavy armor or carrying a medium or heavy load. Cure Moderate WoundsSchool conjuration (healing); Level alchemist 2, Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10). Shield Adhesive Spittle Pending Cure Moderate
  2. Shadar-Kai, Twilight Cleric Ezra HP: 10/10, AC:Chainmail Armor: AC 16 Shield: AC +2 18, Hit Die 1d8, Passive: Perception: 16, Insight: 16, Investigate: 13 Str:Base: 15, +1 Racial bonus Save: +3 Athletics: +3 16, Dex:Base: 11 Save: +0 Acrobatics: +0 Sleight of Hand: +0 Stealth: +0 11, Con:Base: 14 Save: +2 14, Int:Base: 12 Save: +1 Arcana: +3 History: +3 Investigation: +3 Nature: +1 Religion: +3 12, Wis:Base: 16, +2 Racial bonus Save: +6 (Proficient) Animal Handling: +4 Insight: +6 Medicine: +6 Perception: +6 Survival: +4 18, Cha:Base: 9 Save: +1 (Proficient) Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 9 Blessing of the R. Q.As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent. Fey AncestryAdvantage to saves against the Charmed Condition Eyes of Night1st-level Twilight Domain feature You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again. Vigilant Blessing1st-level Twilight Domain feature The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again. TranceYou don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. LanguagesCommon, Elven, Sylvan, Undercommon. Proficiency and ToolsWeapon: Simple and Martial, Armor: Light, Medium, Heavy, Shields Tool: None Tools from Trance: Cartographers Tools, Calligraphy Prof from Trance: none Shadow Step: 1/2, IC: “My words,” | ‘My thoughts,’| My actions . . . Ezra takes note of the arrow that strikes Omar and Thorodin, as she moves up between the two dead Worg's. Omar's question Ezra felt was quite simple. "Slaughter them back." She says as she fades from Omar's sight appearing further ahead in puff of dark mist. Ezra points her finger at the goblin and sites her prayer only for it to seem not to effect the goblin before her. Pity. Though the result of moving forward is still of use. I'm better suited to catch arrows then poor Omar in his robes. She thought to herself. The goblins themselves should be spoiled for choice. TO WHOM It MAY CONCERN.... OOC Ongoing Effect: Concentration: Reaction/Ready Action: Swift Action: From Z 16 to Z 22. Action: Cast Toll of the Dead, on Goblin 2, Passed wisdom save with 17. No damage. Move Action: From Y, 10, to Z, 16 Spell Att: +6, Spell Save DC: 14, Wisdom. Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Slots 1/2 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Bless Command Cure Wounds Faerie Fire Healing Word Shield of Faith Sleep Cantrips: Guidance, Toll the Dead, Word of Radiance. Clerics have access to all spells on their spell list. The spells shown are the spells prayed for to have access to for the day.
  3. Moxi Rei'Wen Female, Neutral Good Gremlin, Alchemist (Construct Rider) 4 AC/TAC/FFAC: 18/15/14 | HP: 40/40 TEMP HP: 0 NON LETHAL: 05 | S/D/C/I/W/C: -2/+4/+2/+4/+1/-1 | F/R/W: +6/+8/+2 | Move: 30' Init: +4 | CMD: 14 | FCMD: 10 |Bombs 5/10 SKILLS: Appraise: +11, Craft (Alchemy) +15, Disable Device: +11, Knowledge (Arcana): 11, (Engineering): 11, (Nature): 11, Perception: +8, Ride: +15, Stealth: +12 The amount of industrial machines is like being in a candy store for Moxi. Seeing the loading platform come down Moxi looks at the dwarf. Great crafters in their own right and Midas is someone Moxi would try, and fail perhaps, to talk his ear off on the different projects and machines about. Someone she could talk shop with and maybe even not understand everything herself instead of the other way around. She looks over at Rex beside her. "Come on, Rexy. Going for a little trip...Uhmm by the way. When we get going...I'll still have access to my van during the flight...right?" She asks as she walks over to the van and rolls the window down while Rex jumps in over the drivers seat and to the center between the passenger seat. She climbs in and drives the van onto the platform being sure to things straight. AC: 17, HP: 40/40 SVS Fort: 4, Ref: 7, Wis: 2, Combat Free Action: Swift Action: Standard Action: Move Action: Extracts and Prep Level 1 Extracts Level 2 Extracts Level 3 Extracts Level 4 Extracts Level 5 Extracts Level 6 Extracts Adhesive Spittle School conjuration (creation); Level alchemist 1, Casting Casting Time 1 standard action Components V, S Effect Range 15 ft. Target one creature Duration 1 round/level or until discharged (see text) Saving Throw Reflex partial; Spell Resistance no Description Once during this spell’s duration, you can spit a viscous liquid as a standard action. This liquid functions as a tanglefoot bag, except you do not have to make a successful attack roll to hit your target. The DCs to counteract this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell’s DC rather than a tanglefoot bag’s normal DCs. The adhesive persists for 2d4 rounds after you spit it. A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.Bombers EyeSchool transmutation; Level alchemist 1, investigator 1 Casting Casting Time 1 standard action Components S Effect Range personal Target you Duration 1 round/level Description This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of any thrown weapon by 10 feet. In addition, you receive a +1 insight bonus on attack rolls made with thrown weapons. Crafters fortuneSchool transmutation; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, F (a tool) Effect Range close (25 ft. + 5 ft./2 levels) Target one creature Duration 1 day/level or until discharged (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) Description The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check. Comprehend LanguagesSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (pinch of soot and salt) Effect Range personal Target you Duration 10 min./level Description You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell. Cure Light WoundsSchool conjuration (healing); Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. ShieldSchool abjuration [force]; Level alchemist 1 Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 min./level (D) Description Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. SkimSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (a dog-eared page) Effect Range personal Target you Duration 1 hour/level Description This spell allows you to read written material in a quarter of the time it would normally take to read it. If you use this spell in conjunction with comprehend languages, you can read otherwise incomprehensible text four times faster than the spell indicates. If the text is fragmented, is particularly difficult to understand, or otherwise requires an ability check or skill check (such as a Linguistics check) to read quickly or at all, this spell doesn’t directly increase your reading speed, but instead grants you a +8 bonus on the check. This bonus also applies to Research checks when you research a particular topic within a library (Pathfinder RPG Ultimate Intrigue 148). Monkey FishSchool transmutation; Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 minute/level (D) Description Your hands and feet alter to make you better at climbing and swimming. You gain a 10 foot climb speed and swim speed. This spell has no effect if you are wearing medium or heavy armor or carrying a medium or heavy load. Cure Moderate WoundsSchool conjuration (healing); Level alchemist 2, Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10). Shield Adhesive Spittle Pending Cure Moderate
  4. Moxi Rei'Wen Female, Neutral Good Gremlin, Alchemist (Construct Rider) 4 AC/TAC/FFAC: 18/15/14 | HP: 40/40 TEMP HP: 0 NON LETHAL: 05 | S/D/C/I/W/C: -2/+4/+2/+4/+1/-1 | F/R/W: +6/+8/+2 | Move: 30' Init: +4 | CMD: 14 | FCMD: 10 |Bombs 5/10 SKILLS: Appraise: +11, Craft (Alchemy) +15, Disable Device: +11, Knowledge (Arcana): 11, (Engineering): 11, (Nature): 11, Perception: +8, Ride: +15, Stealth: +12 After getting things secured and showing Dame her home slash lab. Dame would note that Moxi is quite meticulous when it comes to where things sit to maximize good floor living space with the lab. The van even had fume vents to increase airflow. The drivers seat is modified to allow Moxi to drive without difficulty either. As she pulled up in the van, Moxi was a bit disappointed she could go right back to work in her lab, but it did allow her time to get to know her knew friends better and enjoy some good food. The level of technology at the military compound was something else though. This would have been a dream to work on the multitude of Steam mecha. Drive innovation and create a world closer to relying on science and drift from the misguided and corrupt practice of the watchtowers rules of magic. Moxi appreciated practitioners of the craft like Zaer, but she feels the tower puts too much of a strangle hold on things for true advancements to take shape. As the van comes to a stop. Moxi looks about to see where she could leave the van to be loaded proper. Climbing out and going up to see the magnificence that is the Kessal. Technology and an engineers dream in it's own right. The worry of water or air vanished from Moxi as she looked at the ship. "I know it won't happen. But I would love to see the specs on that bad boy." A tear makes it's way to the little gremlin's eye at the sight. "That's beautiful." AC: 17, HP: 40/40 SVS Fort: 4, Ref: 7, Wis: 2, Combat Free Action: Swift Action: Standard Action: Move Action: Extracts and Prep Level 1 Extracts Level 2 Extracts Level 3 Extracts Level 4 Extracts Level 5 Extracts Level 6 Extracts Adhesive Spittle School conjuration (creation); Level alchemist 1, Casting Casting Time 1 standard action Components V, S Effect Range 15 ft. Target one creature Duration 1 round/level or until discharged (see text) Saving Throw Reflex partial; Spell Resistance no Description Once during this spell’s duration, you can spit a viscous liquid as a standard action. This liquid functions as a tanglefoot bag, except you do not have to make a successful attack roll to hit your target. The DCs to counteract this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell’s DC rather than a tanglefoot bag’s normal DCs. The adhesive persists for 2d4 rounds after you spit it. A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.Bombers EyeSchool transmutation; Level alchemist 1, investigator 1 Casting Casting Time 1 standard action Components S Effect Range personal Target you Duration 1 round/level Description This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of any thrown weapon by 10 feet. In addition, you receive a +1 insight bonus on attack rolls made with thrown weapons. Crafters fortuneSchool transmutation; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, F (a tool) Effect Range close (25 ft. + 5 ft./2 levels) Target one creature Duration 1 day/level or until discharged (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) Description The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check. Comprehend LanguagesSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (pinch of soot and salt) Effect Range personal Target you Duration 10 min./level Description You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell. Cure Light WoundsSchool conjuration (healing); Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. ShieldSchool abjuration [force]; Level alchemist 1 Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 min./level (D) Description Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. SkimSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (a dog-eared page) Effect Range personal Target you Duration 1 hour/level Description This spell allows you to read written material in a quarter of the time it would normally take to read it. If you use this spell in conjunction with comprehend languages, you can read otherwise incomprehensible text four times faster than the spell indicates. If the text is fragmented, is particularly difficult to understand, or otherwise requires an ability check or skill check (such as a Linguistics check) to read quickly or at all, this spell doesn’t directly increase your reading speed, but instead grants you a +8 bonus on the check. This bonus also applies to Research checks when you research a particular topic within a library (Pathfinder RPG Ultimate Intrigue 148). Monkey FishSchool transmutation; Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 minute/level (D) Description Your hands and feet alter to make you better at climbing and swimming. You gain a 10 foot climb speed and swim speed. This spell has no effect if you are wearing medium or heavy armor or carrying a medium or heavy load. Cure Moderate WoundsSchool conjuration (healing); Level alchemist 2, Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10). Shield Adhesive Spittle Pending Cure Moderate
  5. Moxi Rei'Wen Female, Neutral Good Gremlin, Alchemist (Construct Rider) 4 AC/TAC/FFAC: 18/15/14 | HP: 40/40 TEMP HP: 0 NON LETHAL: 05 | S/D/C/I/W/C: -2/+4/+2/+4/+1/-1 | F/R/W: +6/+8/+2 | Move: 30' Init: +4 | CMD: 14 | FCMD: 10 |Bombs 5/10 SKILLS: Appraise: +11, Craft (Alchemy) +15, Disable Device: +11, Knowledge (Arcana): 11, (Engineering): 11, (Nature): 11, Perception: +8, Ride: +15, Stealth: +12 Moxi just smiles at the enthusiasm, Dame shows after receiving the bullets from Xi. "I appreciate it. Though...some of the chemicals I work with can have a much greater...discharge then gun powder...so might need to go over some don'ts so we don't become wallpaper. Other then that an extra set of hands is lovely." While Moxi is certain Dame will be fine, she leaves nothing to chance having witnessed people more stable do unexpected renovations to their work areas. "I think for the most part I'll be making sure things are secure for the trip. Wonder if I'll have time to make a few acid vials. I'll have time in transit at least. Oooh I could look up at ways to create chemical bullets. Add some extra elements to the pew pew's. We'll see how things work out." AC: 17, HP: 40/40 SVS Fort: 4, Ref: 7, Wis: 2, Combat Free Action: Swift Action: Standard Action: Move Action: Extracts and Prep Level 1 Extracts Level 2 Extracts Level 3 Extracts Level 4 Extracts Level 5 Extracts Level 6 Extracts Adhesive Spittle School conjuration (creation); Level alchemist 1, Casting Casting Time 1 standard action Components V, S Effect Range 15 ft. Target one creature Duration 1 round/level or until discharged (see text) Saving Throw Reflex partial; Spell Resistance no Description Once during this spell’s duration, you can spit a viscous liquid as a standard action. This liquid functions as a tanglefoot bag, except you do not have to make a successful attack roll to hit your target. The DCs to counteract this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell’s DC rather than a tanglefoot bag’s normal DCs. The adhesive persists for 2d4 rounds after you spit it. A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.Bombers EyeSchool transmutation; Level alchemist 1, investigator 1 Casting Casting Time 1 standard action Components S Effect Range personal Target you Duration 1 round/level Description This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of any thrown weapon by 10 feet. In addition, you receive a +1 insight bonus on attack rolls made with thrown weapons. Crafters fortuneSchool transmutation; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, F (a tool) Effect Range close (25 ft. + 5 ft./2 levels) Target one creature Duration 1 day/level or until discharged (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) Description The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check. Comprehend LanguagesSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (pinch of soot and salt) Effect Range personal Target you Duration 10 min./level Description You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell. Cure Light WoundsSchool conjuration (healing); Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. ShieldSchool abjuration [force]; Level alchemist 1 Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 min./level (D) Description Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. SkimSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (a dog-eared page) Effect Range personal Target you Duration 1 hour/level Description This spell allows you to read written material in a quarter of the time it would normally take to read it. If you use this spell in conjunction with comprehend languages, you can read otherwise incomprehensible text four times faster than the spell indicates. If the text is fragmented, is particularly difficult to understand, or otherwise requires an ability check or skill check (such as a Linguistics check) to read quickly or at all, this spell doesn’t directly increase your reading speed, but instead grants you a +8 bonus on the check. This bonus also applies to Research checks when you research a particular topic within a library (Pathfinder RPG Ultimate Intrigue 148). Monkey FishSchool transmutation; Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 minute/level (D) Description Your hands and feet alter to make you better at climbing and swimming. You gain a 10 foot climb speed and swim speed. This spell has no effect if you are wearing medium or heavy armor or carrying a medium or heavy load. Cure Moderate WoundsSchool conjuration (healing); Level alchemist 2, Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10). Shield Adhesive Spittle Pending Cure Moderate
  6. Shadar-Kai, Twilight Cleric Ezra HP: 10/10, AC:Chainmail Armor: AC 16 Shield: AC +2 18, Hit Die 1d8, Passive: Perception: 16, Insight: 16, Investigate: 13 Str:Base: 15, +1 Racial bonus Save: +3 Athletics: +3 16, Dex:Base: 11 Save: +0 Acrobatics: +0 Sleight of Hand: +0 Stealth: +0 11, Con:Base: 14 Save: +2 14, Int:Base: 12 Save: +1 Arcana: +3 History: +3 Investigation: +3 Nature: +1 Religion: +3 12, Wis:Base: 16, +2 Racial bonus Save: +6 (Proficient) Animal Handling: +4 Insight: +6 Medicine: +6 Perception: +6 Survival: +4 18, Cha:Base: 9 Save: +1 (Proficient) Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 9 Blessing of the R. Q.As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent. Fey AncestryAdvantage to saves against the Charmed Condition Eyes of Night1st-level Twilight Domain feature You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again. Vigilant Blessing1st-level Twilight Domain feature The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again. TranceYou don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. LanguagesCommon, Elven, Sylvan, Undercommon. Proficiency and ToolsWeapon: Simple and Martial, Armor: Light, Medium, Heavy, Shields Tool: None Tools from Trance: Cartographers Tools, Calligraphy Prof from Trance: none IC: “My words,” | ‘My thoughts,’| My actions . . . "Or not...of course...of all the times to forget they don't know common." Ezra says, Fortunately the armor holds on Thordin. Ezra Then goes into another prayer, this time, with the intent to harm. "Wings of black to guide the soul. Let echoes chime the Raven's toll." Ezra is still learning her way around the Raven Queens blessing as a grave yard bell sounds by the injured Worg. TO WHOM It MAY CONCERN.... OOC Ongoing Effect: Concentration: Reaction/Ready Action: Swift Action: Action: Cast Toll of the Dead, 3 Damage. to worg 1 Move Action: Spell Att: +6, Spell Save DC: 14, Wisdom. Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Slots 1/2 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Bless Command Cure Wounds Faerie Fire Healing Word Shield of Faith Sleep Cantrips: Guidance, Toll the Dead, Word of Radiance. Clerics have access to all spells on their spell list. The spells shown are the spells prayed for to have access to for the day.
  7. Moxi Rei'Wen Female, Neutral Good Gremlin, Alchemist (Construct Rider) 4 AC/TAC/FFAC: 18/15/14 | HP: 40/40 TEMP HP: 0 NON LETHAL: 05 | S/D/C/I/W/C: -2/+4/+2/+4/+1/-1 | F/R/W: +6/+8/+2 | Move: 30' Init: +4 | CMD: 14 | FCMD: 10 |Bombs 5/10 SKILLS: Appraise: +11, Craft (Alchemy) +15, Disable Device: +11, Knowledge (Arcana): 11, (Engineering): 11, (Nature): 11, Perception: +8, Ride: +15, Stealth: +12 Moxi looks up appreciatively tow Xi. "Thank you, but that is not quite the issue. Rex also has saddle bags an I can carry quite a bit with him." Moxi says, though currently the saddle bags are in her van. She then looks up at Captain Rakham. "That's handy and all and good to note. Though...my lab is also my home. I have it set up in. I suppose I could see about staying at a place...will be weird, and might not get any sleep. But yeah if there's room I can drive it over today." Considering how quickly this sprang up Moxi wasn't even considering she would be needing to figure out another sleeping arrangement. She would need to make sure the chemical containers are secured again when she takes it to the shipyard. She won't make the mistake of not checking...again. "Well looking forward to a first job and starting the grand Drujba tour...should make t-shirts." AC: 17, HP: 40/40 SVS Fort: 4, Ref: 7, Wis: 2, Combat Free Action: Swift Action: Standard Action: Move Action: Extracts and Prep Level 1 Extracts Level 2 Extracts Level 3 Extracts Level 4 Extracts Level 5 Extracts Level 6 Extracts Adhesive Spittle School conjuration (creation); Level alchemist 1, Casting Casting Time 1 standard action Components V, S Effect Range 15 ft. Target one creature Duration 1 round/level or until discharged (see text) Saving Throw Reflex partial; Spell Resistance no Description Once during this spell’s duration, you can spit a viscous liquid as a standard action. This liquid functions as a tanglefoot bag, except you do not have to make a successful attack roll to hit your target. The DCs to counteract this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell’s DC rather than a tanglefoot bag’s normal DCs. The adhesive persists for 2d4 rounds after you spit it. A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.Bombers EyeSchool transmutation; Level alchemist 1, investigator 1 Casting Casting Time 1 standard action Components S Effect Range personal Target you Duration 1 round/level Description This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of any thrown weapon by 10 feet. In addition, you receive a +1 insight bonus on attack rolls made with thrown weapons. Crafters fortuneSchool transmutation; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, F (a tool) Effect Range close (25 ft. + 5 ft./2 levels) Target one creature Duration 1 day/level or until discharged (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) Description The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check. Comprehend LanguagesSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (pinch of soot and salt) Effect Range personal Target you Duration 10 min./level Description You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell. Cure Light WoundsSchool conjuration (healing); Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. ShieldSchool abjuration [force]; Level alchemist 1 Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 min./level (D) Description Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. SkimSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (a dog-eared page) Effect Range personal Target you Duration 1 hour/level Description This spell allows you to read written material in a quarter of the time it would normally take to read it. If you use this spell in conjunction with comprehend languages, you can read otherwise incomprehensible text four times faster than the spell indicates. If the text is fragmented, is particularly difficult to understand, or otherwise requires an ability check or skill check (such as a Linguistics check) to read quickly or at all, this spell doesn’t directly increase your reading speed, but instead grants you a +8 bonus on the check. This bonus also applies to Research checks when you research a particular topic within a library (Pathfinder RPG Ultimate Intrigue 148). Monkey FishSchool transmutation; Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 minute/level (D) Description Your hands and feet alter to make you better at climbing and swimming. You gain a 10 foot climb speed and swim speed. This spell has no effect if you are wearing medium or heavy armor or carrying a medium or heavy load. Cure Moderate WoundsSchool conjuration (healing); Level alchemist 2, Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10). Shield Adhesive Spittle Pending Cure Moderate
  8. Shadar-Kai, Twilight Cleric Ezra HP: 10/10, AC:Chainmail Armor: AC 16 Shield: AC +2 18, Hit Die 1d8, Passive: Perception: 16, Insight: 16, Investigate: 13 Str:Base: 15, +1 Racial bonus Save: +3 Athletics: +3 16, Dex:Base: 11 Save: +0 Acrobatics: +0 Sleight of Hand: +0 Stealth: +0 11, Con:Base: 14 Save: +2 14, Int:Base: 12 Save: +1 Arcana: +3 History: +3 Investigation: +3 Nature: +1 Religion: +3 12, Wis:Base: 16, +2 Racial bonus Save: +6 (Proficient) Animal Handling: +4 Insight: +6 Medicine: +6 Perception: +6 Survival: +4 18, Cha:Base: 9 Save: +1 (Proficient) Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 9 Blessing of the R. Q.As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent. Fey AncestryAdvantage to saves against the Charmed Condition Eyes of Night1st-level Twilight Domain feature You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again. Vigilant Blessing1st-level Twilight Domain feature The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again. TranceYou don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. LanguagesCommon, Elven, Sylvan, Undercommon. Proficiency and ToolsWeapon: Simple and Martial, Armor: Light, Medium, Heavy, Shields Tool: None Tools from Trance: Cartographers Tools, Calligraphy Prof from Trance: none IC: “My words,” | ‘My thoughts,’| My actions . . . The trip from Daggerford to Nightstone was long. Ezra was used to long treks but even still found the journey exhausting. She was thankful she prepared for the journey north, not quite knowing what her Raven Queen has in mind for her. The group of travelers are a starting point for her and possible a few may be key to helping her achieve the Raven Queen's mission. The cold does not really bother her for it's the blessed winter coming to make the earth still for a season of rest. What the group would know about Ezra: She is very devout to her Deity, but is respectful to other's beliefs. Ezra even venerates other deities that help support the balance of life and death and who appose undeath. She is a Shadar-Kai, and Ezra is more then happy to share her link to the Shadowfell and the very connection of all Shadar-Kai to the Raven Queen, being reborn to continue service under her. Ezra has travailed the Sword Coast exploring and visiting other temples for over one hundred years, mapping where she has been. The journey started as part of a vision from the head of her temple. Despite her long journey she only has recently come into her Deities blessing of magic. Part of her magic awakening came from a vision showing her to seek out others in Daggerford to begin a journey, perhaps a very important journey. Ezra has a sweet tooth and was sad when the Seed bread she brought along with her ran out. As the come upon their destination, Ezra feels something is off with how things appear to be right now. The lack of guards at the towers and Drawbridge being down were peculiar enough. Seeing the bridge to the keep also damaged filled her with worry. Did she tarry too long? The sound of the bell was almost nauseating to her ears, as they rang continuously. Worgs were seen eating on a dog's carcass which brought a bit of pause to Ezra as the group tried to skirt about to the church and see if any towns people were within calling for help. As Duala and Yod were in the church, the two Worgs began making their move towards the group. Not caring for both of the beasts coming towards them at once, Ezra says a quiet Prayer intended for the Worg yet to be hit. "Mistress of death, this creature brings ruin without peace. By the will of the Raven Queen, I Command you...Flee". The unharmed worg's advance halts as it turns away and tries to escape. "That should gives us time to deal with this one." TO WHOM It MAY CONCERN.... OOC Ongoing Effect: Concentration: Reaction/Ready Action: Swift Action: Action: Cast Command on Worg 2 Move Action: Spell Att: +6, Spell Save DC: 14, Wisdom. Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Slots 1/2 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Bless Command Cure Wounds Faerie Fire Healing Word Shield of Faith Sleep Cantrips: Guidance, Toll the Dead, Word of Radiance. Clerics have access to all spells on their spell list. The spells shown are the spells prayed for to have access to for the day.
  9. Inventory Item Weight Location Worth Chainmail 55 Worn 75 GP Shield 6 Right Arm 10 GP Long Sword 3 Right Hip 15 GP Back Pack 5 Back 2 GP Bedroll 7 Backpack 1 GP Rolled in Tent Blanket 3 Backpack 5 SP Rolled in Tent Rations (2Day) 4 Backpack 1 GP Tinder Box 1 Backpack 5 SP Water Skin 5 Hip 2 SP Tent 20 Backpack 2 GP Under Slung Holy Symbol 1 Neck 5 GP Background Clothes (Common) 3 Backpack 5 SP Background Clothes (Trevallies) 4 Worn 2 GP Clothing (Cold Weather) 5 Worn 10 GP Cartographers Tool 6 Backpack 15 GP Map Case 1 Backpack 1 GP Slung on side of pack Parchment (10) -- Scroll Case 1 GP Prayer Book 5 Backpack 25 GP Background Prayer Wheel -- Backpack -- Background Sticks of Incense (5) -- Backpack -- Background Vestments -- Worn over armor -- Background
  10. I worked on the in game character sheet. I will work on everything else when I can. Please let me know if I will need to adjust anything or missed anything.
  11. Moxi Rei'Wen Female, Neutral Good Gremlin, Alchemist (Construct Rider) 4 AC/TAC/FFAC: 18/15/14 | HP: 40/40 TEMP HP: 0 NON LETHAL: 05 | S/D/C/I/W/C: -2/+4/+2/+4/+1/-1 | F/R/W: +6/+8/+2 | Move: 30' Init: +4 | CMD: 14 | FCMD: 10 |Bombs 5/10 SKILLS: Appraise: +11, Craft (Alchemy) +15, Disable Device: +11, Knowledge (Arcana): 11, (Engineering): 11, (Nature): 11, Perception: +8, Ride: +15, Stealth: +12 As the page collects them and leads them to their employer for this job Moxi considers what it could entail. Going into the pit she would notice the crowed before her cheering on...something. She shifted left and right to see if she could get a glimpse of what was going on then stretching up on her tip toes and then jumping a bit. Then the fleshy thuds. "Oooh! That's sounding painful." Then the crack. "That sounded like a rib or three." Then the final snap. "Oh, that's a jaw. that is most certainly a jaw...oh wait why am I guessing about this?" Moxi turns to get onto Rex, turning just in time to see the crowd clear a bit after cheers and boos. The fight that was happening had already ended but the time Moxi got to a reasonable height on top of Rex. "Well that figures." She said with a shrug as she sat down on Rex. She listen's to the exchange between Dame, Xi and Rackam as she considers the variables. involved. "In general we're extra security ya? Oh Moxi. Nice to meet ya. Sounded like a heck of a fight. Uhm...but any who. This will be on land...right? I mean I know pirates are...quite adept at ruining peoples days, but yeah. I will need my lab. Anyway I could just drive there? I suppose I can pack enough to keep me for a a few days." Moxi considers the logistics of the requests. She would be leaving her home behind, but the travail would be faster it sounds then by land. Resources for her equipment might be an issue though. "I suppose worse case, I dust off the old crossbow." AC: 17, HP: 40/40 SVS Fort: 4, Ref: 7, Wis: 2, Combat Free Action: Swift Action: Standard Action: Move Action: Extracts and Prep Level 1 Extracts Level 2 Extracts Level 3 Extracts Level 4 Extracts Level 5 Extracts Level 6 Extracts Adhesive Spittle School conjuration (creation); Level alchemist 1, Casting Casting Time 1 standard action Components V, S Effect Range 15 ft. Target one creature Duration 1 round/level or until discharged (see text) Saving Throw Reflex partial; Spell Resistance no Description Once during this spell’s duration, you can spit a viscous liquid as a standard action. This liquid functions as a tanglefoot bag, except you do not have to make a successful attack roll to hit your target. The DCs to counteract this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell’s DC rather than a tanglefoot bag’s normal DCs. The adhesive persists for 2d4 rounds after you spit it. A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.Bombers EyeSchool transmutation; Level alchemist 1, investigator 1 Casting Casting Time 1 standard action Components S Effect Range personal Target you Duration 1 round/level Description This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of any thrown weapon by 10 feet. In addition, you receive a +1 insight bonus on attack rolls made with thrown weapons. Crafters fortuneSchool transmutation; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, F (a tool) Effect Range close (25 ft. + 5 ft./2 levels) Target one creature Duration 1 day/level or until discharged (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) Description The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check. Comprehend LanguagesSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (pinch of soot and salt) Effect Range personal Target you Duration 10 min./level Description You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell. Cure Light WoundsSchool conjuration (healing); Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. ShieldSchool abjuration [force]; Level alchemist 1 Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 min./level (D) Description Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. SkimSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (a dog-eared page) Effect Range personal Target you Duration 1 hour/level Description This spell allows you to read written material in a quarter of the time it would normally take to read it. If you use this spell in conjunction with comprehend languages, you can read otherwise incomprehensible text four times faster than the spell indicates. If the text is fragmented, is particularly difficult to understand, or otherwise requires an ability check or skill check (such as a Linguistics check) to read quickly or at all, this spell doesn’t directly increase your reading speed, but instead grants you a +8 bonus on the check. This bonus also applies to Research checks when you research a particular topic within a library (Pathfinder RPG Ultimate Intrigue 148). Monkey FishSchool transmutation; Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 minute/level (D) Description Your hands and feet alter to make you better at climbing and swimming. You gain a 10 foot climb speed and swim speed. This spell has no effect if you are wearing medium or heavy armor or carrying a medium or heavy load. Cure Moderate WoundsSchool conjuration (healing); Level alchemist 2, Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10). Shield Adhesive Spittle Pending Cure Moderate
  12. Moxi Rei'Wen Female, Neutral Good Gremlin, Alchemist (Construct Rider) 4 AC/TAC/FFAC: 18/15/14 | HP: 40/40 TEMP HP: 0 NON LETHAL: 05 | S/D/C/I/W/C: -2/+4/+2/+4/+1/-1 | F/R/W: +6/+8/+2 | Move: 30' Init: +4 | CMD: 14 | FCMD: 10 |Bombs 5/10 SKILLS: Appraise: +11, Craft (Alchemy) +15, Disable Device: +11, Knowledge (Arcana): 11, (Engineering): 11, (Nature): 11, Perception: +8, Ride: +15, Stealth: +12 Moxi considers the fact that they just began and a mission was coming to them. "Interesting, I thought we normally look for what to do. Not gonna complain...well the sand in Rex might be an issue...or sinking to the bottom of the ocean...I hope we're not on a boat. Rex won't drown, but...might be hard to retrieve him if he were to go under." Moxi says as she considers facing pirate. At least it's not monsters. but somehow she might prefer monsters. Moxi chuckled at the Dame wishing to "Help", She might take her up on the offer but first. "I'll probably need to make some more acid flasks real quick and take stock for my bombs for tomorrow task...first though I just need to know where the garage entrance is so I can park my van off the street...some did mentiona garage here or is it more a fix it garage...if that's the case then oh well it can stay there. Can still show my lab...you are probably going to need some ammo though huh, Dame?" AC: 17, HP: 40/40 SVS Fort: 4, Ref: 7, Wis: 2, Combat Free Action: Swift Action: Standard Action: Move Action: Extracts and Prep Level 1 Extracts Level 2 Extracts Level 3 Extracts Level 4 Extracts Level 5 Extracts Level 6 Extracts Adhesive Spittle School conjuration (creation); Level alchemist 1, Casting Casting Time 1 standard action Components V, S Effect Range 15 ft. Target one creature Duration 1 round/level or until discharged (see text) Saving Throw Reflex partial; Spell Resistance no Description Once during this spell’s duration, you can spit a viscous liquid as a standard action. This liquid functions as a tanglefoot bag, except you do not have to make a successful attack roll to hit your target. The DCs to counteract this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell’s DC rather than a tanglefoot bag’s normal DCs. The adhesive persists for 2d4 rounds after you spit it. A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.Bombers EyeSchool transmutation; Level alchemist 1, investigator 1 Casting Casting Time 1 standard action Components S Effect Range personal Target you Duration 1 round/level Description This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of any thrown weapon by 10 feet. In addition, you receive a +1 insight bonus on attack rolls made with thrown weapons. Crafters fortuneSchool transmutation; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, F (a tool) Effect Range close (25 ft. + 5 ft./2 levels) Target one creature Duration 1 day/level or until discharged (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) Description The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check. Comprehend LanguagesSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (pinch of soot and salt) Effect Range personal Target you Duration 10 min./level Description You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell. Cure Light WoundsSchool conjuration (healing); Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. ShieldSchool abjuration [force]; Level alchemist 1 Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 min./level (D) Description Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. SkimSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (a dog-eared page) Effect Range personal Target you Duration 1 hour/level Description This spell allows you to read written material in a quarter of the time it would normally take to read it. If you use this spell in conjunction with comprehend languages, you can read otherwise incomprehensible text four times faster than the spell indicates. If the text is fragmented, is particularly difficult to understand, or otherwise requires an ability check or skill check (such as a Linguistics check) to read quickly or at all, this spell doesn’t directly increase your reading speed, but instead grants you a +8 bonus on the check. This bonus also applies to Research checks when you research a particular topic within a library (Pathfinder RPG Ultimate Intrigue 148). Monkey FishSchool transmutation; Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 minute/level (D) Description Your hands and feet alter to make you better at climbing and swimming. You gain a 10 foot climb speed and swim speed. This spell has no effect if you are wearing medium or heavy armor or carrying a medium or heavy load. Cure Moderate WoundsSchool conjuration (healing); Level alchemist 2, Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10). Shield Adhesive Spittle Pending Cure Moderate
  13. Moxi Rei'Wen Female, Neutral Good Gremlin, Alchemist (Construct Rider) 4 AC/TAC/FFAC: 18/15/14 | HP: 40/40 TEMP HP: 0 NON LETHAL: 05 | S/D/C/I/W/C: -2/+4/+2/+4/+1/-1 | F/R/W: +6/+8/+2 | Move: 30' Init: +4 | CMD: 14 | FCMD: 10 |Bombs 5/10 SKILLS: Appraise: +11, Craft (Alchemy) +15, Disable Device: +11, Knowledge (Arcana): 11, (Engineering): 11, (Nature): 11, Perception: +8, Ride: +15, Stealth: +12 Looking over to Zaer. "OH Foxy...Hmm not sure on the mask...I mean I where goggles in the field to keep smoke and...well in that last case, blood out of my eyes. Mask could work...I'd be afraid of needing to sneeze and not being able to stop it though..." Moxi says as she goes over the pros and cons of the mask. Turning to both of Zaer and Dame she considers the wardrobe. "I could use something better suited for the field though. Don't want to ruin my good cloths and coveralls, while practical, are not very breathable." AC: 17, HP: 40/40 SVS Fort: 4, Ref: 7, Wis: 2, Combat Free Action: Swift Action: Standard Action: Move Action: Extracts and Prep Level 1 Extracts Level 2 Extracts Level 3 Extracts Level 4 Extracts Level 5 Extracts Level 6 Extracts Adhesive Spittle School conjuration (creation); Level alchemist 1, Casting Casting Time 1 standard action Components V, S Effect Range 15 ft. Target one creature Duration 1 round/level or until discharged (see text) Saving Throw Reflex partial; Spell Resistance no Description Once during this spell’s duration, you can spit a viscous liquid as a standard action. This liquid functions as a tanglefoot bag, except you do not have to make a successful attack roll to hit your target. The DCs to counteract this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell’s DC rather than a tanglefoot bag’s normal DCs. The adhesive persists for 2d4 rounds after you spit it. A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.Bombers EyeSchool transmutation; Level alchemist 1, investigator 1 Casting Casting Time 1 standard action Components S Effect Range personal Target you Duration 1 round/level Description This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of any thrown weapon by 10 feet. In addition, you receive a +1 insight bonus on attack rolls made with thrown weapons. Crafters fortuneSchool transmutation; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, F (a tool) Effect Range close (25 ft. + 5 ft./2 levels) Target one creature Duration 1 day/level or until discharged (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) Description The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check. Comprehend LanguagesSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (pinch of soot and salt) Effect Range personal Target you Duration 10 min./level Description You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell. Cure Light WoundsSchool conjuration (healing); Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. ShieldSchool abjuration [force]; Level alchemist 1 Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 min./level (D) Description Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. SkimSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (a dog-eared page) Effect Range personal Target you Duration 1 hour/level Description This spell allows you to read written material in a quarter of the time it would normally take to read it. If you use this spell in conjunction with comprehend languages, you can read otherwise incomprehensible text four times faster than the spell indicates. If the text is fragmented, is particularly difficult to understand, or otherwise requires an ability check or skill check (such as a Linguistics check) to read quickly or at all, this spell doesn’t directly increase your reading speed, but instead grants you a +8 bonus on the check. This bonus also applies to Research checks when you research a particular topic within a library (Pathfinder RPG Ultimate Intrigue 148). Monkey FishSchool transmutation; Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 minute/level (D) Description Your hands and feet alter to make you better at climbing and swimming. You gain a 10 foot climb speed and swim speed. This spell has no effect if you are wearing medium or heavy armor or carrying a medium or heavy load. Cure Moderate WoundsSchool conjuration (healing); Level alchemist 2, Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10). Shield Adhesive Spittle Pending Cure Moderate
  14. Moxi Rei'Wen Female, Neutral Good Gremlin, Alchemist (Construct Rider) 4 AC/TAC/FFAC: 18/15/14 | HP: 40/40 TEMP HP: 0 NON LETHAL: 05 | S/D/C/I/W/C: -2/+4/+2/+4/+1/-1 | F/R/W: +6/+8/+2 | Move: 30' Init: +4 | CMD: 14 | FCMD: 10 |Bombs 5/10 SKILLS: Appraise: +11, Craft (Alchemy) +15, Disable Device: +11, Knowledge (Arcana): 11, (Engineering): 11, (Nature): 11, Perception: +8, Ride: +15, Stealth: +12 As Moxi is getting up on the table and reading to lay down to expose her next she looks at Dame. "If you were being nice and wholesome you wouldn't abandon me to my fate..." Moxi whines a bit then looks at Chaucer then back at Dame. "Then again, his eyes might wander, so probably safer that way. Good luck!" Moxi lays forward putting her face through the hole in the table to help keep ones head in a stable position but also so they can breath. "You know, this surprisingly comfortable. Wonder what kind of material this is. I should invest in something like th...is...fo...rrr....zzzzzz" Moxi finds her eye's open and to the sound of. All done. "Done....Done? That was fast, I didn't even know you started. As Moxi got up, she found out she fell asleep and was out for the past half hour as Chaucer was doing his work. "Well thank you for not poking too hard. Hmm. I should find out where to get one of those." Walking out to the hall she starts to make her way to the tavern area, halting for a moment to let someone by. Wow, sure are a lot of people with masks, is that some sort of a fashion statement I'm not aware? When the figure was speaking, Moxi tilts her head. Wait a minute..."Dame? Is that you?" She asked not sure what she was expecting her to come back looking like. AC: 17, HP: 40/40 SVS Fort: 4, Ref: 7, Wis: 2, Combat Free Action: Swift Action: Standard Action: Move Action: Extracts and Prep Level 1 Extracts Level 2 Extracts Level 3 Extracts Level 4 Extracts Level 5 Extracts Level 6 Extracts Adhesive Spittle School conjuration (creation); Level alchemist 1, Casting Casting Time 1 standard action Components V, S Effect Range 15 ft. Target one creature Duration 1 round/level or until discharged (see text) Saving Throw Reflex partial; Spell Resistance no Description Once during this spell’s duration, you can spit a viscous liquid as a standard action. This liquid functions as a tanglefoot bag, except you do not have to make a successful attack roll to hit your target. The DCs to counteract this adhesive (to avoid being stuck to the floor, to fly, to break the adhesive, or to cast a spell) use the spell’s DC rather than a tanglefoot bag’s normal DCs. The adhesive persists for 2d4 rounds after you spit it. A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.Bombers EyeSchool transmutation; Level alchemist 1, investigator 1 Casting Casting Time 1 standard action Components S Effect Range personal Target you Duration 1 round/level Description This extract allows you to throw weapons farther and more accurately. While this extract is in effect, increase the range of any thrown weapon by 10 feet. In addition, you receive a +1 insight bonus on attack rolls made with thrown weapons. Crafters fortuneSchool transmutation; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, F (a tool) Effect Range close (25 ft. + 5 ft./2 levels) Target one creature Duration 1 day/level or until discharged (D) Saving Throw Will negates (harmless); Spell Resistance yes (harmless) Description The target is struck by inspiration and gains a +5 luck bonus on its next Craft skill check. Comprehend LanguagesSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (pinch of soot and salt) Effect Range personal Target you Duration 10 min./level Description You can understand the spoken words of creatures or read otherwise incomprehensible written messages. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it. Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text. Comprehend languages can be made permanent with a permanency spell. Cure Light WoundsSchool conjuration (healing); Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. ShieldSchool abjuration [force]; Level alchemist 1 Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 min./level (D) Description Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. SkimSchool divination; Level alchemist 1, Casting Casting Time 1 standard action Components V, S, M/DF (a dog-eared page) Effect Range personal Target you Duration 1 hour/level Description This spell allows you to read written material in a quarter of the time it would normally take to read it. If you use this spell in conjunction with comprehend languages, you can read otherwise incomprehensible text four times faster than the spell indicates. If the text is fragmented, is particularly difficult to understand, or otherwise requires an ability check or skill check (such as a Linguistics check) to read quickly or at all, this spell doesn’t directly increase your reading speed, but instead grants you a +8 bonus on the check. This bonus also applies to Research checks when you research a particular topic within a library (Pathfinder RPG Ultimate Intrigue 148). Monkey FishSchool transmutation; Level alchemist Casting Casting Time 1 standard action Components V, S Effect Range personal Target you Duration 1 minute/level (D) Description Your hands and feet alter to make you better at climbing and swimming. You gain a 10 foot climb speed and swim speed. This spell has no effect if you are wearing medium or heavy armor or carrying a medium or heavy load. Cure Moderate WoundsSchool conjuration (healing); Level alchemist 2, Casting Casting Time 1 standard action Components V, S Effect Range touch Target creature touched Duration instantaneous Saving Throw Will half (harmless); Spell Resistance yes (harmless); see text Description This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10). Shield Adhesive Spittle Pending Cure Moderate
  15. DESCRIPTION Luna is a tall fit woman with pale white skin and white hair with kept in a long braid. She has alarmingly bright red eyes that almost seem to have a soft glow to them suggesting the possibility of supernatural influences in her past lineage. Without her armor, the edge of an old scar remains visible and her hands are rough and callused from her long hours of training also showing the faint silver of scales and small claws for fingernails. Her canine teeth started to elongate slightly into fangs with two other molars starting to sharpen as well. Despite her physical and frail appearance, Lunamaria is a lot stronger then her frame would suggest putting many a foe off guard. She is often seen wearing armor and carries with her an exquisitely crafted great sword that belonged to her father.| Lunamaria Gravendirsh Female, Neutral Good, Human [Masero], Shifter 5 AC/TAC/FFAC: 21/14/19 | HP: 58/60 TEMP HP: 0 NON LETHAL: 05 | S/D/C/I/W/C: +4/+2/+2/+0/+3/-1 | F/R/W: +6/+6/+4 | Move: 20' Init: +2 | CMD: 24 | FCMD: 20 |Shifter time 7/8 Minutes SKILLS: Acrobatics +10, Climb +9, Know (Nature) +5, Perception +11, Stealth +6, Survival +8, Luna considers the request but the only item she has is another's, and she refuses to leave her father's sword here. Looking over at Davin she shakes her head. "I don't have much I can leave...at least that I am comfortable leaving at the very least...why not show him what he's being entrusted with. The gate it might convince it quite clearly we will be back for obvious reasons." OoC Hide this
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