I toss my hat into the ring.
A CG Half-Orc Inquisitor of Sarenrae with the unhappy childhood(religious) background trait.
Grune's first memories are of the streets. Scavenging for food among the refuse heaps and living in a state of constant fear. In such a desperate situation, the offer of regular meals and a roof over his head in return for what was said would be “a little light work” had been too good a promise to pass up and that's how Grune ended up spending most of his childhood as one of Gaedren’s enslaved orphans.
Salvation had come in the form of a worn and battered holy symbol of Sarenrae that Grune had stumbled upon. Sarenrae was a well know deity among the city's less fortunate inhabitants and curious, and more than a little desperation, cause him to seek out a local temple. When Gaedren found out, his rage was enormous and beaten within an inch of his life and his limp body and broken holy symbol were tossed onto the trash heap, like so much other garbage.
Somehow Grune, survived and in a half conscious state made his way back to the temple where the clergy took him in. He never left.
Now a grown man, Grune serves the church as an inquisitor, helping to spread justice among the poorer quarters of the city. He has a soft spot for the street urchins that still infests the streets and often provides them with safe lodging for the night. He has also devoted his life to saving those poor unfortunate children like him, who are still in the clutches of Gaedren and over the years he has helped more than one escape. He hates that old man and would give much to see his filth swept from the streets.
Grune helps to unload the caravan before trying to find a piece of shade to doze away the day. He keeps his weapon unsheathed an near at hand It's been years since he's been away from the bustle of the city and the empty expanse of the desert makes him uneasy.
Well we do have an elf in our midst, so ages probably don't matter that much.
Grune is a little slow. Not necessarily stupid, but it takes him a little longer to get there. As such, he tends to be a little on the quiet side. He's bigger and stronger than most people and though not particularly mean spirited, he's never been adverse to using his size to get what he wants.
His first response to conflict is violence and bears the scars of every fight with pride. In brief, not a talker, not a negotiator and likes to hit things.
So as a human, halfling and elf, probably wont all be siblings, shall we just go the orphaned youth route, or the escaped/freed slave route? I guess Haleen could just be the type that took in strays and that way either background works. In any case, these 3 PC's will start off knowing each other.
I think I'll go with the runaway slave route myself.
"So you and your buddies created sentient plants that now what to obliterate all animal life? Well done. Seems like the kind of thing that might he powers that be a touch riled up. So why aren't you guys working to stop these homicidal plants?
I'm game for splitting the reward evenly with Runt and Jarun. It's 12 000 gp for a 6 way split.
"I usually just hit things for a living, but they definitely did something to the water, whether magical or mundane, I couldn't say. So, Tippy Toes, do you have another portal key for us?"
"Nothing is ever easy. Is Tippy Toes' gizmo charged up yet? Not much point in leaving if we just have to come back."
Knowledge(nature): 1d20 + 5 ⇒ (16) + 5 = 21
"Ugg, Quickwood. They're tough customers normally, but someone's been messing with these ones. They're moving faster than any tree has right to be."
"Welcome aboard our mad jaunt across the multiverse, my good fellows. Hopefully it makes rich before it puts our names in the dead book."
Grune fills the newcomers in on the nature of their contract with Mr. Tippy Toes.
"I'm not so eloquent as my metal friend your highness and my needs are far simpler, if more crass. Hard currency would be a good enough reward for me, though I can't say it did much to earn it. Or maybe a good bow. Could've used one of those earlier.
I'm still here, sorry for being a little flaky lately. So we that's 14000gp each right? On top of the share the 18 000gp from Mr. Tippy Toe when we get back to Sigil? For level 7, HP: 1d10 + 2 ⇒ (9) + 2 = 11 everything else is updated, just need to buy stuff.
"Get the kids under cover. Revial see if you can disuade their advance with a couple of well placed shots. Do we have any magical artillery that can take them down? "
Grune coils his whip and pulls out the sword he was given.
Did we lose our wizard?
Bastille Targarian wrote:
It's worth noting that you cannot trip lock someone. When they provoke the AoO they already are prone so you would just knock them prone then they would finish their provoking action, meaning they would simply stand up.
On closer inspection, you are correct. So, if it is carrying a weapon make the AOO a disarm at a 21 to hit, if not just make it a standard AOO, with a 19 to hit for 1d3 + 8 ⇒ (3) + 8 = 11, also forgot about the inspire courage, so that is a 27 and 17 to hit for the attacks themselves.
Round 2, Init: 22
Grune lashes out with his his whip:
Full attack: Attack 1: 1d20 + 15 ⇒ (10) + 15 = 25
If the beast tries to stand up, Grune will attempt to pull it down again:
The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.
Standing up is a move-equivalent action that provokes an attack of opportunity.
Revial is right. Also, (not that it matters with that roll), Trip attacks are against CMD, so no rolls required.
Combat Maneuver Defense:
Each character and creature has a Combat Maneuver Defense (or CMD) that represents its ability to resist combat maneuvers. A creature's CMD is determined using the following formula:
CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier + miscellaneous modifiers
Special Size Modifier
The special size modifier for a creature's Combat Maneuver Defense is as follows:
Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8.
Some feats and abilities grant a bonus to your CMD when resisting specific maneuvers.
A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.
Seeing the lumbering giant wreaking havoc, Grune rushes forward to try to slow it down. He lashes out with his whip (from 10ft away) and tries to topple the beast.
Trip: 1d20 + 23 ⇒ (16) + 23 = 39
If he falls, anyone who is threatening it gets an attack of opportunity (Greater Trip).
At Brehna's cry, Grune lashes out with his whip trying to knock the cup out of the nun's hand.
Disarm(15ft reach):1d20 + 17 ⇒ (6) + 17 = 23
"Something's wrong with water. Probably, best no to drink it."
Never one to look a gift sword in the mouth, Grune graciously accepts the sword.
"It's not really my thing, but if I didn't take it, I'm sure I would need it before long."
For the moment, Grune is content to sit back and see how this all plays out.
Bastille Targarian wrote:
How are we supposed to protect this many children. That is our only hurdle as I'm quite sure we could make the journey ourselves without problem.
"We go quickly and quietly, and if this plane has day/night cycles, we should travel at night."
@The Nuns: "Can you get the children ready to travel? If we are going to leave, we should do so before anyone comes looking for these fellows"
@Metalbeard: "Hey big fella, I think you got a little bit of druid on your chin there."