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| Erithmu02-21-07, 04:39 PM | This is a Mission for Solan. If you are not Iced or Erithmu please do not post here Goal: Improve relations with Gawane Mission: Fails Week 1: Rolls (http://www.hwx.it/wizards.com/dice.php?sid=1124) Monster: 3 Half-Dragon Sea Hags (Red, White, Gold) WK2: Solan used nothing. Week 2: Rolls (http://www.hwx.it/wizards.com/dice.php?sid=1149) Monster: 3 Average Xorns WK3: Solan used: 11 charges of CLW wand, Smite Evil Cast Divine Favor Week 3: Rolls (http://www.hwx.it/wizards.com/dice.php?sid=1181) Monster: Young Bronze Dragon WK1: Solan used: Bulls Strength (2 SL) Agminus Died Juv Bronze Spells: Ray of Enfeeblement, Shield, TS (6 SL) Feats: PA, Cleave, Flyby, Wingover, Hover, Multiattack, Imp Init 3x treasure: 13500 Amulet of Mighty Fists +1 6000 Gaunts of str +2 4000 Rest of Gold at horde http://images.epilogue.net/users/socar/knight.jpg Solan the Righteous "I serve the powers that seek to cleanse your black soul." Gender: Male Race: Human Type: Humanoid Size: Medium, 6'2", 155wt Alignment: Lawful Good Class(es): Fighter 2/Paladin 7 (EL9) Experience: 40,145/45,000xp STR 15 (+2) (6 Points)[14 Base, +1 @ 8th] DEX 12 (+1) (4 Points)[12 Base] CON 18 (+4) (8 Points)[15 Base, +1 @ 4th, +2 Enhancement] INT 14 (+2) (6 Points)[14 Base] WIS 14 (+2) (6 Points)[14 Base] CHA 16 (+3) (6 Points)[14 Base, +2 Enhancement] Hit Points: 90 [(10)+(8*5.5)+(9*4 Con)= 90; 9HD] AC: 23 [+1 Dex, +10 Armor, +2 Shield], Touch 11, Flat 22 Initiative: +1 [+1 Dex] BAB/Grap: +9/+11 [+9 BAB, +2 Str] Speed: Land 20’ DR: 3/-- (Adamantine Fullplate) Saves Fort +15 [+3 Fighter, +5 Paladin, +4 Con, +3 Divine Grace] Ref +06 [+0 Fighter, +2 Paladin, +1 Dex, +3 Divine Grace] Will +07 [+0 Fighter, +2 Paladin, +2 Wis, +3 Divine Grace] Attacks +1 Darkwood Lance +12 melee, 1d8+3, Crit 20/x3 [x3 Damage When Executing a Mounted Charge][10' Reach] [+2 Str, +9 BAB, +1 Enhancement] +1 Adamantine Glaive +12 melee, 1d10+4, Crit 20/x3 [10' Reach] [+2 Str, +9 BAB, +1 Enhancement] [Ma] Halberd +12 melee, 1d10+3, Crit 20/x3 [x2 Damage vs Charge][10' Reach] [+2 Str, +9 BAB, +1 Masterwork] [Ma] Longsword +12 melee, 1d8+2, Crit 19-20/x3 [+2 Str, +9 BAB, +1 Masterwork] [Ma] Armor Spikes +12 melee, 1d6+2, Crit 20/x2 [+2 Str, +9 BAB, +1 Masterwork] [Ma] Mighty [+2] Composite Longbow +11 ranged, 1d8+2, Crit x3, Range 110' [+1 Dex, +9 BAB, +1 Masterwork] Divine Spells Readied Level 1 [DC 13] Divine Favor, Protection From Evil Spell Levels Available Per Fight: 1 [2 Total Spell Levels / 3, rounded up] Total Spell Levels: 2 [(2 x 1] Caster Level: 3 Feats Mounted Combat (Human Bonus) (Negate Hits to Mount) Ride By Attack (1st Level) (Move-Attack-Move) Spirited Charge (1st Class) (Double Damage When Charging) Power Attack (2nd Class) (Convert BAB to Extra Damage) Improved Sunder (3rd Level) (Destroy Objects) Quick Draw (6th Level) (Draw weapons as a free action) Cleave (9th Level) (2nd attack after downing opponent) Class/Race Abilities: Weapon Proficiencies: Proficient With All Martial Weapons Armor and Shield Proficiencies: Proficient With All Armor and Shields Bonus Feats: 2 Bonus Feats From Fighter List, 1 Free Feat From Race Aura of Good: Aura Strength Equal to Paladin Level Detect Evil: At Will Smite Evil: Add Cha to Attack and 1 Damage/Level of Paladin to Damage 2/day Divine Grace Add Cha bonus to all saves Lay on Hands Heal Damage equal to Cha bonus times paladin level (21) Aura of Courage Immune to fear, allies within 10' get +4 Bonus vs fear Divine Health Immune to diseases of all types Turn Undead Turn Undead as a Cleric three levels lower Divine Spellcasting Cast Paladin Spells Special Mount: Summon an extraplanar ally for 2 hours/level (12) Remove Disease: Remove Disease 1/week Skill Points 4 Free Skill Points at First and One Every Level After Favored Class Any Skills (25 Fighter)(35 Paladin): +10 Craft (Weaponsmith) [5 Fighter +1 Paladin +2 Int +2 Item][6 Ranks] +10 Craft (Armorsmith) [5 Fighter +1 Paladin +2 Int +2 Item][6 Ranks] +08 Craft (Sculpture) [2 Fighter +2 Paladin +2 Int +2 Item][4 Ranks] +15 Handle Animal [0 Fighter +10 Paladin +3 Cha +2 Tool][10 Ranks] +00 Hide [4 Fighter +6 Paladin +1 Dex -6 ACP][5 Ranks] -05 Move Silently [0 Fighter +0 Paladin +1 Dex -6 ACP][0 Ranks] +04 Knowledge: History [4 Fighter +0 Paladin +2 Int][2 Ranks] +04 Knowledge: Religion [0 Fighter +2 Paladin +2 Int][2 Ranks] +04 Knowledge: Psionics [0 Fighter +4 Paladin +2 Int][2 Rank] +14 Ride [5 Fighter +8 Paladin +1 Dex][13 Ranks][+2 Stay in Saddle] +02 Listen [0 Fighter +0 Paladin +2 Wis][0 Ranks] +02 Spot [0 Fighter +0 Paladin +2 Wis][0 Ranks] Languages Spoken: Common, Celestial, Infernal Prebuffs/Prefight Actions: - Polish Armor and Sharpen Weapons - Feed Horses - Bring Mystic Equipment: Armor/Shields Heavy Gray Tabard (Worn) Free +2 Adamantine Fullplatec [+8 AC, +1 Max Dex, -5 ACP, DR 3/-][50 Lbs][12,250gp] [Ma] Large Steel Shieldc [+2 AC, -- Max Dex, -1 ACP][15 Lbs][85gp] [Ma] Tower Shieldc [+4 AC, +2 Max Dex, -9 ACP][45 Lbs][90gp] [Ma] Bucklerc [+1 AC, 0 ACP][5 Lbs][82.5gp] Weapons +1 Darkwood Heavy Lancec [05 Lbs][205gp] +1 Adamantine Glaivec [10 Lbs][3,504gp] [Ma] Longswordc [4 Lbs][157.5gp] [Ma] Halberd c [12 Lbs][155gp] [Ma] Armor Spikesc [10 Lbs][175gp] [Ma] Mighty (+2) Composite Longbow [03 Lbs][600gp] 345x Arrows [18 Lbs][06gp] Other/Magic:[Ma] Wand of Cure Light Wounds (1st) [50 Charges] [750gp] Amulet of Health +2 [-- Lbs][4,000gp] Cloak of Charisma +2 [-- Lbs][4,000gp] Duskima the Light Warhorse [150gp] Mystic the Heavy Warhorse [Campaign] [Ma] Chain Shirt Bardingc [Duskima] [50 Lbs][275gp] [Ma] Chain Shirt Bardingc [Mystic] [50 Lbs][275gp] [Ma] Chain Shirt Bardingc [Agminus] [50 Lbs][275gp] [Ma] Chain Shirt Bardingc [Judica] [50 Lbs][275gp] Horseshoes of Speed [Agminus] [12 Lbs][3,000gp] Millitary Saddle [Duskima] [30 Lbs][20gp] Millitary Saddle [Mystic] [30 Lbs][20gp] Millitary Saddle [Agminus] [30 Lbs][20gp] Exotic Millitary Saddle [Judica] [40 Lbs][60gp] T-Shirt "I Tackled a Juvenile Black Dragon at EL3!" (Worn) Free Allies and Equipment Mount:Light Warhorse Large Animal Hit Dice: 3d8+9 (22 hp) Initiative: +1 Speed: 60 ft. (12 squares) Armor Class: 18 (–1 size, +1 Dex, +4 natural, +4 Armor, touch 10, flat-footed 17 Base Attack/Grapple: +2/+9 Attack: Hoof +4 melee (1d4+3) Full Attack: 2 hooves +4 melee (1d4+3) and bite –1 melee (1d3+1) Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision, scent Saves: Fort +6, Ref +4, Will +2 Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6 Skills: Listen +4, Spot +4 Feats: Endurance, Run Environment: Temperate plains Organization: Domesticated Challenge Rating: 1 Advancement: — Level Adjustment: — These animals or similar to light horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A light warhorse can drag 3,450 pounds. Mount:Heavy Warhorse Large Animal Hit Dice: 4d8+12 (30 hp) Initiative: +1 Speed: 50 ft. (10 squares) Armor Class: 18 (–1 size, +1 Dex, +4 natural, +4 Armor, touch 10, flat-footed 17 Base Attack/Grapple: +3/+11 Attack: Hoof +6 melee (1d6+4) Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2) Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision, scent Saves: Fort +7, Ref +5, Will +2 Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6 Skills: Listen +5, Spot +4 Feats: Endurance, Run Environment: Temperate plains Organization: Domesticated Challenge Rating: 2 Advancement: — Level Adjustment: — These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Carrying Capacity: A light load for a heavy warhorse is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A heavy warhorse can drag 4,500 pounds.Mount:Extraplanar Heavy Warhorse Large Animal Hit Dice: 6d8+18 (45 hp) Initiative: +1 Speed: 90 ft. (18 squares) [Horseshoes of Speed] Armor Class: 22 (–1 size, +1 Dex, +8 natural, +4 Armor, touch 10, flat-footed 21 Base Attack/Grapple: +4/+16 Attack: Hoof +7 melee (1d6+4) Full Attack: 2 hooves +7 melee (1d6+4) and bite +2 melee (1d4+2) Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision, scent, Empathetic Link, Improved Evasion, Share Spells, Share Saving Throws Saves: Fort +10, Ref +6, Will +3 Abilities: Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6 Skills: Listen +5, Spot +6 Feats: Endurance, Run, Improved Grapple Environment: Celestial Planes Organization: Solitary Challenge Rating: — Advancement: — Level Adjustment: — Agminus is a celestial being trained and bred for strength and aggression. He can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Carrying Capacity: A light load for Agminus is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A heavy warhorse can drag 4,500 pounds.Mount:Hippogriff Large Magical Beast Hit Dice: 3d10+9 (25 hp) Initiative: +2 Speed: 50 ft. (10 squares), fly 100 ft. (average) Armor Class: 19 (–1 size, +2 Dex, +4 natural, +4 Armor), touch 11, flat-footed 17 Base Attack/Grapple: +3/+11 Attack: Claw +6 melee (1d4+4) Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2) Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: Darkvision 60 ft., low-light vision, scent Saves: Fort +6, Ref +5, Will +2 Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8 Skills: Listen +4, Spot +8 Feats: Dodge, Wingover Environment: Temperate hills Organization: Solitary, pair, or flight (7–12) Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: 4–6 HD (Large); 7–9 HD (Huge) Level Adjustment: — Hippogriffs are aggressive flying creatures that combine features of horses and giant eagles. Voracious omnivores, hippogriffs will hunt humanoids as readily as any other meal. A typical hippogriff is 9 feet long, has a wingspan of 20 feet, and weighs 1,000 pounds. COMBAT Hippogriffs dive at their prey and strike with their clawed forelegs. When they cannot dive, they slash with claws and beak. Mated pairs and flights of these creatures attack in concert, diving repeatedly to drive away or kill intruders. Hippogriffs fight to the death to defend their nests and their hatchlings, which are prized as aerial mounts and fetch a handsome price in many civilized areas. Skills: Hippogriffs have a +4 racial bonus on Spot checks. TRAINING A HIPPOGRIFF A hippogriff requires training before it can bear a rider in combat. Training a hippogriff requires six weeks of work and a DC 25 Handle Animal check. Riding a hippogriff requires an exotic saddle. A hippogriff can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Hippogriff eggs are worth 2,000 gp apiece on the open market, while young are worth 3,000 gp each. Professional trainers charge 1,000 gp to rear or train a hippogriff. Carrying Capacity: A light load for a hippogriff is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. Equipment @ Home [Ma] Weaponsmith's Tool [05 Lbs][55gp] [Ma] Armorsmith's Tool [05 Lbs][55gp] [Ma] Sculpture Tool [05 Lbs][55gp] [Ma] Handle Animal Tool [05 Lbs][55gp] Total Gold Earned: 39,821gp Total Gold Spent: 27,960gp Gold Remaining: 11,706gp Miscellaneous Statistics Encumbrance: 0-58 (light), 59-116 (medium), 117-175 (heavy) Weight Carried: 115 lb Mount Weight Carried: 350 lb (medium) At the tender age of thirteen Solan's small fishing community was raided by orcs and razed to the ground. His father and mother were killed, his sister and uncle unaccounted for but likely dead. It was here in the ashes of his broken home that Solan swore bloody vengeance against those that had wronged him. His good soul was clouded by the black cloud of grief and for a time it consumed him. Solan took up his father's notched sword and tracked the raiders to their camp. He struck from the shadows and killed many before the camp was roused and he was forced to retreat to the forests surrounding his home. For weeks he avoided and ambushed the scouts of the raiding party until their leaders had suffered losses enough to move their entire group away from the "Shadowed Slayer". The young warrior set out after them but fell prey to a hydra in the woods. He escaped from the beast but was left gravely wounded. Hanging tenuously onto the strands of his life he was saved by the grace of a cleric of Kelvemor and taken to their church to be healed. Solan grew up in the church surrounded by the faithful of the God of death. When he came of age he heard the call of the Death God and became a Paladin devoted to the black church. The seasons passed and Solan gained the title "Righteous" as he travelled the land in the service of his faith. His travels eventually took him to Gladius and the arena. It is here that he would find his calling. Kelvemor had propelled him along the path fate had paved for his destiny, but that destiny remained a shadowed enigma to all. Solan has short blonde hair and grey eyes. He is compact and strongly built with slightly tanned skin. His gaze carries a piercing quality native to those who have known hardship and strife. His serious approach to the work of his diety has turned him into a harsh realist. He makes no plans for his future save to serve the interests of his faith and uphold his code. His sole and driving ambition aside from those tenants is the completion of his bloody vendetta against the raiders that robbed him of his life and family. His sole hatred, a drive that could be his undoing... The Liberation of Achos: Solan tested his skill in the arena of Gladius. His opponents were quick and skilled, but they fell before his lance. It was in the midst of a battle with a dastardly archer that he almost met his diety in the flesh. A fall into a bubbling pit of superheated rock taught him to appreciate the powers of the nimbus. Restored by the encompassing magic, he journeyed away from the city for a time into the Kingdom of Achos. It was there that he received a commission to rescue the daughter of the king from the hands of a group of pirates. He met with four companions to begin his quest; Dudael the cleric, Ephraim the psionic warrior, Silis the wizard, and Featylec the scout. Together they represented the Kingdom of Achos. With the help of his companions, Solan infiltrated the fort where the princess was being held, slaying a pair of foul Otyughs. The princess was unharmed, but guarded by a fierce dragon! It was with a battle chant to his God that Solan tackled the beast and so ended its life. With the princess in tow, Solan and his companions fled the fort and found that everything was not as it seemed. The paladin and his companions were caught up in a great coup and their involvement had disrupted the plans of the upsurpers. After finding transportation aboard the vessel of a loyal sailor, the party rescued the rightful prince of Achos before he was executed by the new government and brought him to safety. Battles followed. The plan of the enemy was intricate, but their adaption was swift. They attempted to counter the prince's efforts, in the form of Solan and his allies, at every turn. Their attempts at sabotage were executed with great skill, but in the end the warriors of the loyalist government broke through the illusions of those in power and restored the prince to his throne in a final epic battle at the castle of Achos. Fight 01 (http://boards1.wizards.com/showpost.php?p=8613932&postcount=331) - [B]Victory! vs Aldyrr (Zevox); DSugai - +675xp/+675gp MQ1 (http://boards1.wizards.com/showthread.php?t=640621) - Success! "In The Name of Justice"; Mitzavolchenko [CEF Entry] - +675xp/+675gp Fight 02 (http://boards1.wizards.com/showpost.php?p=9407024&postcount=658) - Victory! + Mattes (Mattes) vs Gravegov (Jihad) & Benoit (Biko111) - +900xp/+900gp Fight 03 (http://boards1.wizards.com/showpost.php?p=9478336&postcount=687) - Loss vs lava pit (Monsieur Hood [The Magister]) - +225xp/+225gp C1: (http://boards1.wizards.com/showpost.php?p=9744944&postcount=139) - Success! "The Liberation of Achos"; King Uther - +25,070xp/+21,065gp MQ2 (http://boards1.wizards.com/showpost.php?p=11334980&postcount=364) - Success! "Where Eagles Dare"; Mitzavolchenko [Hippogriff] - 2,200xp/3,117gp Q1 (http://boards1.wizards.com/showpost.php?p=11364189&postcount=368) - Success! "Moving Along"; Erithmu [CEF Mission] - [7,200xp/10,369gp] +3,200 Starting Experience +1,800 Experience WonFights +10,075 Experience WonQuests +25,070 Experience WonCampaigns ------------------------ +40,145 Total Experience Expended/Sold Items Total Gold Spent +1,397.5gp 75x Arrow [Net Loss --gp]MQ1 [Ma] Tower Shieldc [+4 AC, +2 Max Dex, -9 ACP][45 Lbs][90gp][Net Gain 90gp] [Ma] Bucklerc [+1 AC, 0 ACP][5 Lbs][82.5gp][Net Gain 82.5gp] Chain Shirt Bardingc [Duskima] [50 Lbs][200gp][Net Gain 200gp] Chain Shirt Bardingc [Mystic] [50 Lbs][200gp][Net Gain 200gp] [Ma] Fullplatec [+8 AC, +1 Max Dex, -5 ACP][50 Lbs][825gp][Net Gain 825gp] [Ma] Glaivec [10 Lbs][154gp][Net Gain 154gp] [Ma] Heavy Lancec [10 Lbs][155gp][Net Gain 155gp] |
| Erithmu02-21-07, 04:51 PM | Solan took a longer path through Gawane in getting back to the Marble Fortress. Kelvemor wanted some time with one of his rising champions. I have some trials for you, and while I know the outcome, they still must be done. Perhaps you will learn more of what I have in store for you. The vision cleared and Solan heard screams from ahead. Spuring Agminus into full stride he reached a square where three figures that were attacking everything in sight. They each were horribly mutated and the feeling left him somewhat upset in his stomach. Agminus felt it too, but both held strong. Seeing Solan the things turned and saw that one was red tinted, another white tinted and the last gold tinted. Init: Solan 2 Monsters 8 Round 1: Red - Moves 30ft White - Moves 30ft Gold - Moves 30ft Solan - ??? Red is 60ft off to your left White is 80ft middle, but is blocked by a central fountain that is 20ftx20ft Gold is 40ft off to your right You are 40ft from the edge of the fountain. There is no other terrain. Note: I have no time this week, please be responsive. I will run basic tactics out until something comes up that changes that. |
| Iced02-22-07, 09:56 PM | Solan urges Agminus into a gallop, drawing his lance during his charge and attempting to spear the closest of the strange creatures. use my charging. Ride-by to keep distance, use wand as needed. If they look like they can do me some damage stick back a bit and start peppering them with arrows. Don't get stuck, stay mobile. |
| Erithmu02-23-07, 11:48 AM | With a quick pass to his left Solan speared the first creature after bursting through a cone of fire, The second took two passes through a cone of cold, and the last was impaled quickly on the end of his lance. A good warm up and cool down. Perhaps there is more that you wish to see? Now that you are aware and in a fighting mood, it is time to get to work. Solan felt the call to the city square. He heard more movement behind a pile of rubble. 3 half dragon sea hags The rolls are in the roller, I'm not going to run it out round by round, but you move faster than they can keep up. They had readied BW on getting in range. |
| Iced02-23-07, 08:32 PM | Cautiously, Solan urged his mount toward the rubble. "Who goes there? Show yourself!" |
| Erithmu02-24-07, 08:34 PM | Hello? Help me my leg is stuck Solan gets a better view of the location and a young boy has been trapped under some rubble. The lad is probably not past 10 years of age, and is putting on a very brave face. |
| Iced02-25-07, 02:18 PM | Pausing a second, Solan allows his senses to reach outward and wash through the area, detecting evil. |
| Erithmu02-25-07, 07:37 PM | Solan finds no taint of evil in the area, only what is fading from the corpses of the hags. There is a minor aura of evil on the boy, but only that of a troublesome child and not a real threat. He is clean, Don't take that descriptive text to assume that this is your next encounter. I have to wait to see if you are intercepted. |
| Iced02-25-07, 07:49 PM | Solan rides forward to help the boy, sheathing his weapon and guiding Agminus to the rubble. Dismounting, he attempts to help him. It's cool, just using my "detect questlord trickery" spell to help Solan make it to that ironman tournament ;) |
| Erithmu02-25-07, 07:59 PM | After the boy is free he looks up to the shining knight, Thank you ... I can't walk can you take me home, I live a few blocks from here. |
| Iced02-25-07, 08:23 PM | Without a word, Solan lifts the chile up behind his saddle on Agminus and swings himself up in front. "Hold on." He advises before urging the warhorse forward towards the city. "I'm going to take you to a healer. That leg needs attention." With a tug at the reigns and a murmur Agminus shifts his course to head for the nearest temple of Kelvemor, near the graveyards of the city. |
| Erithmu02-25-07, 08:43 PM | Arriving at the temple of Kelvemor, Solan found a priest that was able to take care of the boy. The priest called to a acolyte that was able to carry the boy to the healers. Turning back to Solan, the priest spoke, Thank you Servant of our Lord. Times have been difficult with the bandits that would claim authority over our lands. I notice that you are a member of the celestial forces that expunged the Bandits. I have many of your militia forces within my keep. Some of us are thankful, others are not so sure. I side with the celestial forces although Kelvemor does not always, it is better than chaos. |
| Iced02-25-07, 09:34 PM | Solan sizes up the priest for a moment before speaking. "The reach of the Celestial forces is long indeed brother, and their power is unquestionable. We must retain our own faith in Kelvemor regardless of outside interference." Solan places a heavy gauntleted hand on the priest's shoulder and speaks in a serious voice, his eyes never leaving those of his fellow devotee. "We must always remember that the ultimate master within these walls is Kelvemor and we follow his will alone. Do not ever allow your judgement of others to be clouded by fear and intimidation, allow Kelvemor to guide you to the true path should it become necessary. Yes the celestials are here, but it should not affect the ways of our devotion. Guard well the halls of the living brother, and prepare well the halls of the dead." With that final word, Solan holds his arm out to clasp that of the priest as one warrior to another. "Kelvemor is with us, never forget." With that final word, Solan mounts Agminus. |
| Erithmu02-25-07, 10:01 PM | Kelmevor stands on threshold here, have no doubts. However, the people of Gawane could use some encouragement. You might see what you can do down the road. The priest pointed to the west and a settlement about ten minute's ride. You look slightly injured in aiding that boy. Perhaps I can offer some help. With an outstretched arm he touched Solan's side and the injuries closed up. Solan turned and looked toward the township, Death awaits some, but whose is the question. Solan spun around but the priest was already 10 steps back into the temple, and it wasn't him who said it. |
| Iced02-26-07, 12:49 AM | Slightly ruffled by the disembodied voice, Solan mounts Agminus and starts down the road he had suggested. |
| Erithmu02-28-07, 10:46 PM | Solan traveled most of the way before he heard something. A slight rumbling but he couldn't place it. Suddenly off to his left something familiar emerged, It looked much like the burrowing things that he had encountered with Valkin in the moving of the Freedom Fighter refugees. There was only one this time and it was about the same size. Not 'technically' in combat, but you can see it and it can see you. It hasn't done anything but burrow above ground. |
| Iced02-28-07, 11:25 PM | Solan reigns in Agminus, drawing his lance and observing the creature warily. Is there anything nearby it can threaten? |
| Erithmu02-28-07, 11:38 PM | Solan passes carefully along reading his lance and shield. The creature seems to notice, and digs back underground. Solan notices that he is the only person on the road and that he is an hour's ride from the Temple, and another half from the city. Trotting along the windy path, the creature makes another appearance this time directly in the middle of the road. As Solan approaches to his charging range, the creature begins to move closer to Solan along the surface. You are in charge range and it has pretty much become hostile. Your init Init 13 Solan - ?? 09 Monster - ?? |
| Iced03-01-07, 12:35 AM | Solan charges the creature with his lance, aiming for the center of its bulk. "Kelvemor!" I think that shooting arrows at it from afar is the better strategy, but Solans personality would have him charge at it until it's dead or he's wounded enough to reconsider. Use charge-withdraw-charge tactics until i get under 50% health then stay at range and pepper it with arrows until it dies. |
| Erithmu03-01-07, 12:39 PM | Solan Rode hard into the creature and struck with his spear but the weapon only bounced off the tough hide. Rounding he rode past again scoring a hit. As he turned to ride past another of the creatures rose up and blocked his path stopping him in his tracks, It latched it's powerful jaws on him and drew a wound. The first creature closed and pinned Solan in along with a third creature that also attacked. Round 1: Solan: Charge (Atk 18) Monster: move towards Solan Round 2: Solan: Charge again (Atk: 34 dmg 16) Readied Actions: -- 2 Surfaces blocking ride-by lane and attacks Solan (Atk 28 dmg 17) Monsters: --1 Flanks w/ 2 and attacks (atk 20) --3 Surfaces flanks w/ 2 and attacks (atk 12) Round 3: Solan: ??? Currenly based/flanked by #s 1&3 on one side #2 on the other Monsters -- 1 (xx-16) -- 2 -- 3 Solan 63/90 Agminus 45/45 |
| Iced03-02-07, 11:19 AM | Solan withdraws away and takes out his bow, hoping to take down the creatures from a distance. |
| Erithmu03-03-07, 09:47 AM | Solan rides away drawing an attack from one of the creatures, but his armor protects him. Getting some distance away he looks to his bow, but looking back he finds that all his targets have moved back into the earth. Round 3: Solan: Withdraws drawing an AoO from #1 (AoO: 16) Monsters -- 1 (xx-16) Move Underground -- 2 Move Underground -- 3 Move Underground Solan 63/90 Agminus 45/45 |
| Iced03-03-07, 02:36 PM | Solan realizes that the beasts are not going to stand and be shot at so he moves Agminus away and puts his bow back in its place. Drawing a wand, Solan begins to heal his wounds as Agminus moves about. Satisfied with his health, the palading draws his lance one more and readies to move away when one of the creatures surfaces within 30' of him. Agminus whinnies uneasily, not seeing the strange creatures. Solan pats his mount as he listens and looks about for signs of emergence, lance at the ready and eyes alert. if this works it'll pretty much be rinse and repeat from here on out. |
| Erithmu03-06-07, 11:13 AM | Solan Battles the creatures for 3 full minutes playing the game of cat and mouse, after killing 2 of them, the third burrows away. Round 3: Solan: Withdraws drawing an AoO from #1 (AoO: 16) Monsters -- 1 Move Underground -- 2 Move Underground -- 3 Move Underground Round 4-7: Solan CLW (3,2,4,9) Stow in round 7 Round 8: QDraw lance Ready partial Charge If creature is greater than 30 ft Monsters -- 1 ??? -- 2 Surfaces 40ft away ---Readied: Solan Charge (atk 19) Rides by -- #2 follows -- 3 ??? Round 9: Solan Rideby (atk: 30 dmg 28-5 = 23) -- 1 readied: rises and attacks (Atk 20! confirm 23 (miss due to ride for cover) dmg 17) -- 2 can't attack -- 3 out of position Round 10: Solan rideby (atk 28 dmg 18-5 = 13) -- 2 Readied (Atk: 13) -- 1 Out of position -- 3 Readied (atk 29 dmg 9) Round 11: Solan Charges #1 on the edge (no AoOs) (atk 29 dmg 27-5 = 22) -- 1,2,3: submerge Round 12: Solan stow lance draw wand Round 13-15 Heals to 79 hp Moves back toward engagement Round 16: Solan moves into Tremorsense range -- 3 Surfaces -- 1 ?? -- 2 ?? Round 17: Solan Charges (atk 19) -- #1 surfaces to block rideby -- #2 moves to flank in the ground, surfaces (atk 16 miss) -- #3 attacks (atk 27 dmg 17) Round 18 Solan Withdraws drawing 1 AoO (atk 13) -- 1 submerges -- 2 submerges -- 3 stays up as bait Round 19 Solan bites (atk 25 dmg 22-5 = 17) -- 1 blocks -- 2 flanks (miss) -- 3 full (all miss) Round 20 withdraw (AoO miss) -- see round 18 Round 21 same as 19 (charge: miss) -- 2 miss -- 3 Full: claw bite hit dmg 17,0 Round 22 yea ... (AoO: miss) Round 23 Charge:31 dmg 23 - 5 = 18 -- 2 miss -- 3 claw hit 5-3 = 2 Round 24 AoO: miss Round 25 charge: 1! -- 2 miss -- 3 claw bit (14,0) Round 26 Withdraw (AoO: miss Stow lance, draw CLW Round 27-30 Heals 24 stow wand Round 31: Cast Divine Favor round 32 Charge: 32 dmg 25-5 = 20 (Kills 3) -- 2: atk 27 dmg 17 Round 33 Withdraw Round 34 Charge: 28 dmg 28-5 = 23 (kills 1) Round 35 Monster runs away Solan 30/90 Agminus 45/45 #1 (xx-38) #2 (xx-36) #3 (xx-35) |
| Erithmu03-06-07, 08:21 PM | Having reached the town Solan is welcomed somewhat by simple hospitality. A family welcomes him to spend the night and he obliges. Agminus returns to his Celestial home and Solan sleeps in a bed for the first in a long time. Rising early he proceeds with prayers and then tours the town, finding various things available to him. Purchases? your at a 3FC break. Week 3 starts when you state any/no purchases. |
| Iced03-07-07, 03:03 AM | no purchases... |
| Erithmu03-09-07, 10:52 AM | The township had seen better days, but on the whole it was still a busy place. After a few hours of exploration and milling about the crowds a man bumped into him and made a very low comment into his ear You are not wanted here. Turning around he saw the man continuing on at his pace. |
| Iced03-10-07, 04:45 AM | Suspicious, Solan sends Agminus into a trot after the man. |
| Erithmu03-10-07, 10:04 AM | Solan followed the man for a few blocks at a relatively safe distance. The man turned a few corners but generally seemed to know where he was going. Finally the man turned the corner into a busy market place. Before he could reach the corner there were screams from the crowd and people began to flee. Something big was moving around the corner. Round 1: Monster - ??? Solan - ??? http://www.hwx.it/coco/coco.php;v=1;map=city;a=Name,L,14,40;b=N ame,L,20,37 Solan in Red, Monster in Blue (or at least a rough estimate of location, could be any one of those squares). Solan 90/90 -- Agminus 45/45 Monster ??/?? Good luck ... You are going to need some |
| Iced03-10-07, 04:27 PM | Solan backs off a bit to give himself space from whatever it is and assess the situation. Is it possible to level mid mission? Because Solan may have with the first two giving him access to the improved celestial griffon mount. |
| Erithmu03-10-07, 06:49 PM | Solan backs off a bit to give himself space from whatever it is and assess the situation. Is it possible to level mid mission? Because Solan may have with the first two giving him access to the improved celestial griffon mount. Heres the deal ... Copy the above character sheet and update to ECL 10. DO NOT update the character in the character thread. You have until mid-day Sunday (and we are in the same timezone so basically you have 21 hrs. If there is no update post by then, I need to get this fight started or it will be late. And I'm pretty sure you wanted to be in the IMT |
| Iced03-11-07, 02:44 PM | http://images.epilogue.net/users/socar/knight.jpg Solan the Righteous "I serve the powers that seek to cleanse your black soul." Gender: Male Race: Human Type: Humanoid Size: Medium, 6'2", 155wt Alignment: Lawful Good Class(es): Fighter 2/Paladin 8 (EL10) Experience: 40,145/45,000xp STR 15 (+2) (6 Points)[14 Base, +1 @ 8th] DEX 12 (+1) (4 Points)[12 Base] CON 18 (+4) (8 Points)[15 Base, +1 @ 4th, +2 Enhancement] INT 14 (+2) (6 Points)[14 Base] WIS 14 (+2) (6 Points)[14 Base] CHA 16 (+3) (6 Points)[14 Base, +2 Enhancement] Hit Points: 99.5 [(10)+(9*5.5)+(10*4 Con)= 90; 9HD] AC: 23 [+1 Dex, +10 Armor, +2 Shield], Touch 11, Flat 22 Initiative: +1 [+1 Dex] BAB/Grap: +10/+12 [+10 BAB, +2 Str] Speed: Land 20’ DR: 3/-- (Adamantine Fullplate) Saves Fort +16 [+3 Fighter, +6 Paladin, +4 Con, +3 Divine Grace] Ref +06 [+0 Fighter, +2 Paladin, +1 Dex, +3 Divine Grace] Will +07 [+0 Fighter, +2 Paladin, +2 Wis, +3 Divine Grace] Attacks +1 Darkwood Lance +13 melee, 1d8+3, Crit 20/x3 [x3 Damage When Executing a Mounted Charge][10' Reach] [+2 Str, +10 BAB, +1 Enhancement] +1 Adamantine Glaive +13 melee, 1d10+4, Crit 20/x3 [10' Reach] [+2 Str, +10 BAB, +1 Enhancement] [Ma] Halberd +13 melee, 1d10+3, Crit 20/x3 [x2 Damage vs Charge][10' Reach] [+2 Str, +10 BAB, +1 Masterwork] [Ma] Longsword +13 melee, 1d8+2, Crit 19-20/x3 [+2 Str, +10 BAB, +1 Masterwork] [Ma] Armor Spikes +13 melee, 1d6+2, Crit 20/x2 [+2 Str, +10 BAB, +1 Masterwork] [Ma] Mighty [+2] Composite Longbow +12 ranged, 1d8+2, Crit x3, Range 110' [+1 Dex, +10 BAB, +1 Masterwork] Divine Spells Readied Level 1 [DC 13] Divine Favor, Protection From Evil Level 2 [DC 14] Bull's Strength Spell Levels Available Per Fight: 2 [4 Total Spell Levels / 3, rounded up] Total Spell Levels: 4 [(2 x 1] Caster Level: 4 Feats Mounted Combat (Human Bonus) (Negate Hits to Mount) Ride By Attack (1st Level) (Move-Attack-Move) Spirited Charge (1st Class) (Double Damage When Charging) Power Attack (2nd Class) (Convert BAB to Extra Damage) Improved Sunder (3rd Level) (Destroy Objects) Quick Draw (6th Level) (Draw weapons as a free action) Cleave (9th Level) (2nd attack after downing opponent) Class/Race Abilities: Weapon Proficiencies: Proficient With All Martial Weapons Armor and Shield Proficiencies: Proficient With All Armor and Shields Bonus Feats: 2 Bonus Feats From Fighter List, 1 Free Feat From Race Aura of Good: Aura Strength Equal to Paladin Level Detect Evil: At Will Smite Evil: Add Cha to Attack and 1 Damage/Level of Paladin to Damage 2/day Divine Grace Add Cha bonus to all saves Lay on Hands Heal Damage equal to Cha bonus times paladin level (21) Aura of Courage Immune to fear, allies within 10' get +4 Bonus vs fear Divine Health Immune to diseases of all types Turn Undead Turn Undead as a Cleric three levels lower Divine Spellcasting Cast Paladin Spells Special Mount: Summon an extraplanar ally for 2 hours/level (12) Remove Disease: Remove Disease 1/week Skill Points 4 Free Skill Points at First and One Every Level After Favored Class Any Skills (25 Fighter)(40 Paladin): +10 Craft (Weaponsmith) [5 Fighter +1 Paladin +2 Int +2 Item][6 Ranks] +10 Craft (Armorsmith) [5 Fighter +1 Paladin +2 Int +2 Item][6 Ranks] +08 Craft (Sculpture) [2 Fighter +2 Paladin +2 Int +2 Item][4 Ranks] +15 Handle Animal [0 Fighter +11 Paladin +3 Cha +2 Tool][11 Ranks] +00 Hide [4 Fighter +6 Paladin +1 Dex -6 ACP][5 Ranks] -05 Move Silently [0 Fighter +0 Paladin +1 Dex -6 ACP][0 Ranks] +04 Knowledge: History [4 Fighter +0 Paladin +2 Int][2 Ranks] +04 Knowledge: Religion [0 Fighter +2 Paladin +2 Int][2 Ranks] +06 Knowledge: Psionics [0 Fighter +8 Paladin +2 Int][4 Rank] +14 Ride [5 Fighter +8 Paladin +1 Dex][13 Ranks][+2 Stay in Saddle] +02 Listen [0 Fighter +0 Paladin +2 Wis][0 Ranks] +02 Spot [0 Fighter +0 Paladin +2 Wis][0 Ranks] Languages Spoken: Common, Celestial, Infernal Prebuffs/Prefight Actions: - Polish Armor and Sharpen Weapons - Feed Horses - Bring Mystic Equipment: Armor/Shields Heavy Gray Tabard (Worn) Free +2 Adamantine Fullplatec [+8 AC, +1 Max Dex, -5 ACP, DR 3/-][50 Lbs][12,250gp] [Ma] Large Steel Shieldc [+2 AC, -- Max Dex, -1 ACP][15 Lbs][85gp] [Ma] Tower Shieldc [+4 AC, +2 Max Dex, -9 ACP][45 Lbs][90gp] [Ma] Bucklerc [+1 AC, 0 ACP][5 Lbs][82.5gp] Weapons +1 Darkwood Heavy Lancec [05 Lbs][205gp] +1 Adamantine Glaivec [10 Lbs][3,504gp] [Ma] Longswordc [4 Lbs][157.5gp] [Ma] Halberd c [12 Lbs][155gp] [Ma] Armor Spikesc [10 Lbs][175gp] [Ma] Mighty (+2) Composite Longbow [03 Lbs][600gp] 345x Arrows [18 Lbs][06gp] Other/Magic:[Ma] Wand of Cure Light Wounds (1st) [50 Charges] [750gp] Amulet of Health +2 [-- Lbs][4,000gp] Cloak of Charisma +2 [-- Lbs][4,000gp] Duskima the Light Warhorse [150gp] Mystic the Heavy Warhorse [Campaign] [Ma] Chain Shirt Bardingc [Duskima] [50 Lbs][275gp] [Ma] Chain Shirt Bardingc [Mystic] [50 Lbs][275gp] [Ma] Chain Shirt Bardingc [Agminus] [50 Lbs][275gp] [Ma] Chain Shirt Bardingc [Judica] [50 Lbs][275gp] Horseshoes of Speed [Agminus] [12 Lbs][3,000gp] Millitary Saddle [Duskima] [30 Lbs][20gp] Millitary Saddle [Mystic] [30 Lbs][20gp] Millitary Saddle [Agminus] [30 Lbs][20gp] Exotic Millitary Saddle [Judica] [40 Lbs][60gp] T-Shirt "I Tackled a Juvenile Black Dragon at EL3!" (Worn) Free Allies and Equipment Mount:Light Warhorse Large Animal Hit Dice: 3d8+9 (22 hp) Initiative: +1 Speed: 60 ft. (12 squares) Armor Class: 18 (–1 size, +1 Dex, +4 natural, +4 Armor, touch 10, flat-footed 17 Base Attack/Grapple: +2/+9 Attack: Hoof +4 melee (1d4+3) Full Attack: 2 hooves +4 melee (1d4+3) and bite –1 melee (1d3+1) Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision, scent Saves: Fort +6, Ref +4, Will +2 Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6 Skills: Listen +4, Spot +4 Feats: Endurance, Run Environment: Temperate plains Organization: Domesticated Challenge Rating: 1 Advancement: — Level Adjustment: — These animals or similar to light horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A light warhorse can drag 3,450 pounds. Mount:Heavy Warhorse Large Animal Hit Dice: 4d8+12 (30 hp) Initiative: +1 Speed: 50 ft. (10 squares) Armor Class: 18 (–1 size, +1 Dex, +4 natural, +4 Armor, touch 10, flat-footed 17 Base Attack/Grapple: +3/+11 Attack: Hoof +6 melee (1d6+4) Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2) Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision, scent Saves: Fort +7, Ref +5, Will +2 Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6 Skills: Listen +5, Spot +4 Feats: Endurance, Run Environment: Temperate plains Organization: Domesticated Challenge Rating: 2 Advancement: — Level Adjustment: — These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Carrying Capacity: A light load for a heavy warhorse is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A heavy warhorse can drag 4,500 pounds.Mount:Extraplanar Heavy Warhorse Large Animal Hit Dice: 6d8+18 (45 hp) Initiative: +1 Speed: 90 ft. (18 squares) [Horseshoes of Speed] Armor Class: 22 (–1 size, +1 Dex, +8 natural, +4 Armor, touch 10, flat-footed 21 Base Attack/Grapple: +4/+16 Attack: Hoof +7 melee (1d6+4) Full Attack: 2 hooves +7 melee (1d6+4) and bite +2 melee (1d4+2) Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: Low-light vision, scent, Empathetic Link, Improved Evasion, Share Spells, Share Saving Throws Saves: Fort +10, Ref +6, Will +3 Abilities: Str 19, Dex 13, Con 17, Int 6, Wis 13, Cha 6 Skills: Listen +5, Spot +6 Feats: Endurance, Run, Improved Grapple Environment: Celestial Planes Organization: Solitary Challenge Rating: — Advancement: — Level Adjustment: — Agminus is a celestial being trained and bred for strength and aggression. He can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Carrying Capacity: A light load for Agminus is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A heavy warhorse can drag 4,500 pounds.Mount:Extraplanar Griffon Large Magical Beast Hit Dice: 9d10+27 (76 hp) Initiative: +2 Speed: 30 ft. (6 squares), fly 80 ft. (average) Armor Class: 25 (–1 size, +2 Dex, +10 natural, +4 Chain Shirt Barding), touch 11, flat-footed 15 Base Attack/Grapple: +9/+17 Attack: Bite +13 melee (2d6+4) Full Attack: Bite +13 melee (2d6+4) and 2 claws +10 melee (1d4+2) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, rake 1d6+2 Special Qualities: Darkvision 60 ft., low-light vision, scent Saves: Fort +9, Ref +8, Will +6 Abilities: Str 19, Dex 15, Con 16, Int 6, Wis 13, Cha 8 Skills: Jump +08, Listen +6, Spot +12 Feats: Iron Will, Multiattack, Weapon Focus (bite), Empathetic Link, Improved Evasion, Share Spells, Share Saving Throws Environment: Temperate hills Organization: Solitary, pair, or pride (6–10) Challenge Rating: 4 Treasure: None Alignment: Always neutral Advancement: 8–10 HD (Large); 11–21 HD (Huge) Level Adjustment: +3 (cohort) Griffons are powerful, majestic creatures with the characteristics of both lions and eagles. From nose to tail, an adult griffon can measure as much as 8 feet. Neither males nor females are endowed with a mane. A pair of broad, golden wings emerge from the creature’s back and span 25 feet or more. A griffon weighs about 500 pounds. A griffon cannot speak, but understands Common.Mount:Hippogriff Large Magical Beast Hit Dice: 3d10+9 (25 hp) Initiative: +2 Speed: 50 ft. (10 squares), fly 100 ft. (average) Armor Class: 19 (–1 size, +2 Dex, +4 natural, +4 Armor), touch 11, flat-footed 17 Base Attack/Grapple: +3/+11 Attack: Claw +6 melee (1d4+4) Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2) Space/Reach: 10 ft./5 ft. Special Attacks: — Special Qualities: Darkvision 60 ft., low-light vision, scent Saves: Fort +6, Ref +5, Will +2 Abilities: Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8 Skills: Listen +4, Spot +8 Feats: Dodge, Wingover Environment: Temperate hills Organization: Solitary, pair, or flight (7–12) Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: 4–6 HD (Large); 7–9 HD (Huge) Level Adjustment: — Hippogriffs are aggressive flying creatures that combine features of horses and giant eagles. Voracious omnivores, hippogriffs will hunt humanoids as readily as any other meal. A typical hippogriff is 9 feet long, has a wingspan of 20 feet, and weighs 1,000 pounds. COMBAT Hippogriffs dive at their prey and strike with their clawed forelegs. When they cannot dive, they slash with claws and beak. Mated pairs and flights of these creatures attack in concert, diving repeatedly to drive away or kill intruders. Hippogriffs fight to the death to defend their nests and their hatchlings, which are prized as aerial mounts and fetch a handsome price in many civilized areas. Skills: Hippogriffs have a +4 racial bonus on Spot checks. TRAINING A HIPPOGRIFF A hippogriff requires training before it can bear a rider in combat. Training a hippogriff requires six weeks of work and a DC 25 Handle Animal check. Riding a hippogriff requires an exotic saddle. A hippogriff can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Hippogriff eggs are worth 2,000 gp apiece on the open market, while young are worth 3,000 gp each. Professional trainers charge 1,000 gp to rear or train a hippogriff. Carrying Capacity: A light load for a hippogriff is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. Equipment @ Home [Ma] Weaponsmith's Tool [05 Lbs][55gp] [Ma] Armorsmith's Tool [05 Lbs][55gp] [Ma] Sculpture Tool [05 Lbs][55gp] [Ma] Handle Animal Tool [05 Lbs][55gp] Total Gold Earned: 39,821gp Total Gold Spent: 27,960gp Gold Remaining: 11,706gp Miscellaneous Statistics Encumbrance: 0-58 (light), 59-116 (medium), 117-175 (heavy) Weight Carried: 115 lb Mount Weight Carried: 350 lb (medium) At the tender age of thirteen Solan's small fishing community was raided by orcs and razed to the ground. His father and mother were killed, his sister and uncle unaccounted for but likely dead. It was here in the ashes of his broken home that Solan swore bloody vengeance against those that had wronged him. His good soul was clouded by the black cloud of grief and for a time it consumed him. Solan took up his father's notched sword and tracked the raiders to their camp. He struck from the shadows and killed many before the camp was roused and he was forced to retreat to the forests surrounding his home. For weeks he avoided and ambushed the scouts of the raiding party until their leaders had suffered losses enough to move their entire group away from the "Shadowed Slayer". The young warrior set out after them but fell prey to a hydra in the woods. He escaped from the beast but was left gravely wounded. Hanging tenuously onto the strands of his life he was saved by the grace of a cleric of Kelvemor and taken to their church to be healed. Solan grew up in the church surrounded by the faithful of the God of death. When he came of age he heard the call of the Death God and became a Paladin devoted to the black church. The seasons passed and Solan gained the title "Righteous" as he travelled the land in the service of his faith. His travels eventually took him to Gladius and the arena. It is here that he would find his calling. Kelvemor had propelled him along the path fate had paved for his destiny, but that destiny remained a shadowed enigma to all. Solan has short blonde hair and grey eyes. He is compact and strongly built with slightly tanned skin. His gaze carries a piercing quality native to those who have known hardship and strife. His serious approach to the work of his diety has turned him into a harsh realist. He makes no plans for his future save to serve the interests of his faith and uphold his code. His sole and driving ambition aside from those tenants is the completion of his bloody vendetta against the raiders that robbed him of his life and family. His sole hatred, a drive that could be his undoing... The Liberation of Achos: Solan tested his skill in the arena of Gladius. His opponents were quick and skilled, but they fell before his lance. It was in the midst of a battle with a dastardly archer that he almost met his diety in the flesh. A fall into a bubbling pit of superheated rock taught him to appreciate the powers of the nimbus. Restored by the encompassing magic, he journeyed away from the city for a time into the Kingdom of Achos. It was there that he received a commission to rescue the daughter of the king from the hands of a group of pirates. He met with four companions to begin his quest; Dudael the cleric, Ephraim the psionic warrior, Silis the wizard, and Featylec the scout. Together they represented the Kingdom of Achos. With the help of his companions, Solan infiltrated the fort where the princess was being held, slaying a pair of foul Otyughs. The princess was unharmed, but guarded by a fierce dragon! It was with a battle chant to his God that Solan tackled the beast and so ended its life. With the princess in tow, Solan and his companions fled the fort and found that everything was not as it seemed. The paladin and his companions were caught up in a great coup and their involvement had disrupted the plans of the upsurpers. After finding transportation aboard the vessel of a loyal sailor, the party rescued the rightful prince of Achos before he was executed by the new government and brought him to safety. Battles followed. The plan of the enemy was intricate, but their adaption was swift. They attempted to counter the prince's efforts, in the form of Solan and his allies, at every turn. Their attempts at sabotage were executed with great skill, but in the end the warriors of the loyalist government broke through the illusions of those in power and restored the prince to his throne in a final epic battle at the castle of Achos. Fight 01 (http://boards1.wizards.com/showpost.php?p=8613932&postcount=331) - [B]Victory! vs Aldyrr (Zevox); DSugai - +675xp/+675gp MQ1 (http://boards1.wizards.com/showthread.php?t=640621) - Success! "In The Name of Justice"; Mitzavolchenko [CEF Entry] - +675xp/+675gp Fight 02 (http://boards1.wizards.com/showpost.php?p=9407024&postcount=658) - Victory! + Mattes (Mattes) vs Gravegov (Jihad) & Benoit (Biko111) - +900xp/+900gp Fight 03 (http://boards1.wizards.com/showpost.php?p=9478336&postcount=687) - Loss vs lava pit (Monsieur Hood [The Magister]) - +225xp/+225gp C1: (http://boards1.wizards.com/showpost.php?p=9744944&postcount=139) - Success! "The Liberation of Achos"; King Uther - +25,070xp/+21,065gp MQ2 (http://boards1.wizards.com/showpost.php?p=11334980&postcount=364) - Success! "Where Eagles Dare"; Mitzavolchenko [Hippogriff] - 2,200xp/3,117gp Q1 (http://boards1.wizards.com/showpost.php?p=11364189&postcount=368) - Success! "Moving Along"; Erithmu [CEF Mission] - [7,200xp/10,369gp] +3,200 Starting Experience +1,800 Experience WonFights +10,075 Experience WonQuests +25,070 Experience WonCampaigns ------------------------ +40,145 Total Experience Expended/Sold Items Total Gold Spent +1,397.5gp 75x Arrow [Net Loss --gp]MQ1 [Ma] Tower Shieldc [+4 AC, +2 Max Dex, -9 ACP][45 Lbs][90gp][Net Gain 90gp] [Ma] Bucklerc [+1 AC, 0 ACP][5 Lbs][82.5gp][Net Gain 82.5gp] Chain Shirt Bardingc [Duskima] [50 Lbs][200gp][Net Gain 200gp] Chain Shirt Bardingc [Mystic] [50 Lbs][200gp][Net Gain 200gp] [Ma] Fullplatec [+8 AC, +1 Max Dex, -5 ACP][50 Lbs][825gp][Net Gain 825gp] [Ma] Glaivec [10 Lbs][154gp][Net Gain 154gp] [Ma] Heavy Lancec [10 Lbs][155gp][Net Gain 155gp] Here he is. I got in a car accident last night so i didn't see your messsage until this morning. Hope it's in time. I'd rather take whatever is around that corner on the back of a griffon than on the back of a warhorse. Please detect evil and get to the air (if possible). General tactics will be flybys with lance after using my spells to buff myself and my mount up. If it can't hit me in the air and it has good melee attacks (or if its air attacks are too weak to worry about) then keep distance and shoot it full of arrows from the back of my mount. ~Iced |
| Erithmu03-11-07, 03:57 PM | Your Fine ... I just sat down for lunch as of typing this post. Sorry to hear about the car thing. Solan took to the air and as he crested the roof he saw what the screaming was about. A stream of lightning caught him slightly off guard as he rolled Agminus in the air trying to dodge most of the blow. Agminus easily dodged in and out of the bolt but Solan was not so lucky to be as agile as he was. Agminus gained as much altitude as he could, but the dragon was close behind. The dragon grew in size so that it was larger than Agminus, Solan only understanding was that this creature was not evil. Round 1: Monster - Readied BW on sight Solan - Moves up activating ready and Detect Evil (BW 26 Rflx: S:13 A:21 Solan takes 26, Cooldown:4) --Agminus elevates to 120ft Round 2: Dragon: Taps Tattoo, grows to size Huge Elevates to 75ft Solan - ??? Flyby attack does not negate AoO if the griffon attacks, if only Solan attacks then you won't draw any AoO. This thing now has 15ft reach. Solan 73/99 -- Agminus 76/76 Dragon xx/xx |
| Iced03-11-07, 04:49 PM | Have Agminus run to gain distance. Cast bull's strength and divine favor. Use ride-by-attack. Run and heal with wand where necessary (if possible, it looks like the stupid dragon has 150' fly speed :(). -my mount has improved evasion. |
| Erithmu03-11-07, 05:13 PM | Solan wheeled Agminus into a full gallop if the griffon was on the ground. The dragon seemed to lazily elevate further, and now was above Solan but a good distance away, Solan took the chance to cast a spell. Round 2: Dragon: Taps Tattoo, grows to size Huge Elevates to 75ft Solan - Agminus at a run (120ft elevation, 320 distance) Round 3: Dragon: Elevates and casts a spell (150ft elevation) Solan casts a spell ??? (120ft elevation) Imp Evasion, thats why Solan took damage and Agminus didn't. Also .. you only have 2 SL available .. so pick one spell or the other. (recommend Bulls) Solan 73/99 (Bulls?) -- Agminus 76/76 Dragon xx/xx (Buff 1) (Buff 2) |
| Iced03-11-07, 05:41 PM | Yup, hook me up with bull's strength. Try running and drawing it after me so it loses its dexterity bonus and then charging past/attacking while it can't make an AoO. |
| Erithmu03-11-07, 05:47 PM | Solan adds to his strength as the dragon catches up. I warned you that you weren't wanted, I think it is time for you to go, but perhaps away is to nice, I think you should meet your god. Round 3: Dragon: Elevates and casts a spell (150ft elevation) Solan casts Bulls Strength on a single move since he didn't practice his concentration. (120ft elevation, 400ft distance) Round 4: Dragon: Double moves towards Solan Solan realizes that the dragon will catch him even at a full run on Agminus (300ft on double move, vs 320ft on Agminus running) - ??? (currently 100ft distance) You also need to get above it or on level altitude in order to charge. Solan 73/99 (Bulls) -- Agminus 76/76 (120ft) Dragon xx/xx (Buff 1) (Buff 2) (150ft) |
| Iced03-11-07, 06:02 PM | "You may defeat me dragon, but you to will meet my God in the end. Remember your words when the strength of your long lived race flies from your bones!" move straight up at a run to gain altitude and set up to charge it next turn. Since it has superior speed i'm going to charge and continue into the dragon to get Agminus a full attack to grapple. I'm using mounted combat to negate the AoO against my mount if possible and get the dragon stuck where i can go to work on it while it goes to work on my mount. Not sure if either can fly while grappling. Agminus will not attempt to keep to the air. He'll become dead weight with Solan and drag the dragon to the ground. |
| Erithmu03-11-07, 06:28 PM | Solan has Agminus elevate and prepare for a dive, as he does so the Dragon seems to take it all in stride as he eyes his prey. A quick flick of a preparatory spell and the Griffon dives through the dragon, Solan's lance strikes true and a scar is left across the chest of the Dragon. A roar is heard as Solan doesn't look back leveling out his dive and then glancing up just in time to see the dragon in a dive of his own. Claw outstretched it hits the paladin and rends a chunk out of his armor. Now looming over him, the dragon smiles, prey firmly in hand. Round 4: Dragon: Double moves towards Solan Solan realizes that the dragon will catch him even at a full run on Agminus (300ft on double move, vs 320ft on Agminus running) - Moves upward (360ft alt 100ft distance) Round 5 Dragon: Adjusts it's movement to hover and smiles up at the impending attack and casts a spell. Solan Dives through the Dragon Agminus doesn't attack for fear of retaliation (Solan Dive 36 dmg 48) Solan ends up at 40ft altitiude. Round 6 Dragon's turn: (Dive: 36 dmg 49-3DR = 46) Mod = 18base +1 str item +1 amulet mighty fists +2 charge +1 higher ground +20 True Strike -15 Power attack Large Claw Dive Dmg (1d8 Base+5 str+15PA +1 Amulet of Mighty Fists)*2 Solan - ??? (Basically 10ft from him, and he has 15ft reach w/ his jaw) Edit: As pointed out in the tavern I gave the dragon an illegal item. The dragon is now Large (and in charge) Solan 27/99 (Bulls) -- Agminus 76/76 (40ft) Dragon xx-48 (Buff 1) (50ft) |
| Iced03-11-07, 08:59 PM | Agminus wheels and grapples the dragon for all he's worth as Solan bitterly stabs at his enemy. The flying three begin to plummet towards the ground. I would have preferred to have Agminus full attack last round and take the damage if necessary rather than allow the dragon a double damage charge from above. |
| Erithmu03-11-07, 10:43 PM | I can do that, will deal with it on Monday, right now it is bunker down for a final in 12 hrs. |
| Erithmu03-12-07, 02:08 PM | Rewind .... Play Solan and Agminus crashed into the dragon with Agminus taking a bite to his flank, The griffon put up a valiant clawing frenzy, but only managed to irritate the dragon. In retribution the Dragon hit five times in quick succession the poor griffon sending it back to its celestial home, Solan found himself without a mount and the ground far below him. THUD! The stars cleared and Solan still had movement, but he hurt all over. The dragon was grinning above him. Round 5 Dragon: Adjusts it's movement to hover and smiles up at the impending attack and casts a spell. Solan: Dives into the Dragon Agminus pounces (AoO vs Agminus: 45 dmg 14) (Solan Dive 36 dmg 48) (Agminus Pounce: 16,20!,27,20!,15 Confirms: 28,23 Dmg 20,13,10) Round 6 Dragon's turn: Full attack vs Agminus PA 5 (B,C,C,W,W,T: 20!,28,20!,25,24,32 Solan Ride vs Bite: 30 Confirm: 31,19 Dmg B(crit),C,C,W,T: 36,15,10,10,14 = 85) Tail Slap Cleave (22 miss) Falling Damage ... (150ft = 15d6 = 53) Massive Damage Fort: pass Solan - ??? (prone) Dragon 101: Never let them full attack The tail slap should have gone against Solan and would have hit for 14-3 ... Any last words? Solan 20/99 (Bulls) -- Agminus (DEAD)/76 (40ft) Dragon xx-91 (Buff 1) (150ft) |
| Iced03-12-07, 06:55 PM | Solan draws his halberd, sets it against the inevitable charge, and waits grimly. Kelvemor forgive me... may the dice gods grant me a critical hit and make my enemy roll a 1... |
| Erithmu03-12-07, 10:32 PM | Solan wheeled in pain to his feet using the last ounce of energy he had to draw his halberd and spin upward to face the diving dragon. Timing his strike he waited, but the blow never came as the dragon came up short, and the same sight that began the battle ended it. ****---**** Drifting, somewhere ... my time has come. No it hasn't, I still have a greater purpose for my champion, do not let these trials sit lightly. They have something to teach you. Death comes to all, but at my timing. ****---**** Solan came to his senses, he was lying on a bed. Looking around he saw the room was unfurnished except for the bed, and a desk. His armor was set on a makeshift stand in the corner, the damage from the fight repaired. His weapons lined against the wall polished and sharpened. Standing he moved to the desk to find a scribbled note. You are welcome to stay as long as you wish, your mounts are in the stable and were faithful to bring you back here. I have gone away to finish some work, but I should return a few days after you wake. Could you watch the temple, and may it give you peace and a time of reflection. Arthix Devon Priest of Kelvemor Round 6 Dragon's turn: Full attack vs Agminus PA 5 (B,C,C,W,W,T: 20!,28,20!,25,24,32 Solan Ride vs Bite: 30 Confirm: 31,19 Dmg B(crit),C,C,W,T: 36,15,10,10,14 = 85) Tail Slap Cleave (22 miss) Falling Damage ... (150ft = 15d6 = 53) Massive Damage Fort: pass Solan - Stand, QD: Halberd, Ready vs charge Round 7: Dragon drop 80ft (BW: 24 dmg rflx: 12 fail) |