Lem

Joseph the Shepherd's page

57 posts. Alias of Cam James.


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I am back in the cell when I offer you the cup of coffee. I teleported out, grabbed the coffee and then teleported back in. Apparently I didnt manage to do it unnoticed like I had thought ^_^
The man tips his hat at the dwarf as a sign of respect as he starts to walk free. I appreciate the kind offer. Ill be 'round there some time soon. He flashes a smile before retreating to a corner and sitting down.
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So heres where I am at so far.
I am going Incanter with the Warp Sphere and talents like Extradimensional Storage, Quick Teleport, Teleport Beacon, and teleport trap. I am also thinking about taking the personal warp drawback, which would make me slippery.
Or/and? I was also looking at the telekinetic Sphere and wondering about creating a guy who was a master of space (or at least a small bubble of it), where (assuming I have enough talents) he can teleport people within this area, push people around, lay teleport traps and whatnot.
I still have no idea what the other class should be :/
Rogue is one idea (flavor wise) but I wont be doing much damage.

Also, on using his hat for his Focus Casting, I had an idea. Would it be alright if I had a Bookplate of Recall like effect on it? That way I could lose it (semi)often only to have it reappear nearby (like say, drifting out of a window to the ground beside us just after we ran out of the tower, or something). Maybe give the GM control on how and when it does. I can also use the Teleport Beacon ability on the hat itself, therefore if I lose it, I can just call it back to me (for a spell point, 3 hour limit), so I have that as well.


PRISON
Off to the side, near the back wall a figure groans and looks up from the ground where he had been tossed earlier. He quietly and calmly sits up and retrieves his hat (a wide brimmed, deep brown one that somehow ended up in there with him :p) and returns it to its place atop his head.
Gracefully and confidently he rises and walks over to the bars to the cell and watches. Just watches.
He sees the guard. He sees the dwarf behind him. He sees the counter, and the coffee atop that. Beyond that, the open door. And the sunshine. Ohhh the sunshine would feel goooood.
And so he waits. Waits for the moment the guard turns to yell at the dwarf, tips his hat and -poof- he dissapears.
Rapearing next to the counter he deftly picks up a mug and pours himself a cup. He then leasurely walks to the front door with his mug and looks outside. After a quick stretch in the warm sun, he turns around and faces the cell once more. With but a smile and another tip of his hat; -poof- and he is back in the cell just as the guard turns around back again, oblivious to his passing. Heh. 'Nother perfect shift.

Coffee in hand he walks up to the dwarf with an easy gait and offers him the half-empty prize
Thanks mate. Heres a share for you. he says with a cocky smile.
You were saying about these press-gangs. What did they pay? Or rather who did the paying?
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Hia :)
Not sure what I am going to create, but in the meantime I will use this voice for the recruitment. Once I actually come up with a character then this one will just dissapear into the night, if its different :p
I also dont normally take that many liberties but it was an intro \^_^/

I am not sure what I will actually go but the first idea (and where this "voice" came from) was some sort of roguesh, teleporting character full of charm and belief in his own luck/destiny.
I was also thinking of taking the Focus Casting tradition where the item is his lucky (or magical) hat and he has to grab or hold his hat to use his magic. (If you would allow it)
Elsewise, he will probably be an incanter/rogue or something, I still have to try and figure out those mechanics. But human male, charming, warp caster. Probably good thievery/social skills.

I have a few different ideas, but mostly I need to read more of the spheres wiki and see what comes to mind :)
A Shifter or something that "grows" into what it wants, maybe combined with an unarmed class was another idea.
Try and figure out something that I could do/use with the Enhancements bestow Intelligence...
I dont know :) but this is good enough for now.


Well I have gotten Joseph a lot more statted up!
Thanks for the reply on the feats, In the last campaign (an iron gods campaign) Stumper was designed/built to be a durable nuisance. He would charge in, provoking AoOs as he bull rushed people and generally ran around causing disruption.
And occasionally the pig flew ,')
So the DR was a much appreciated on him (and I was so looking forward to having a Cypork!), and the heavens gift was fun :)
Oh well, I can slowly give him some DR with my FCB (gnome)

As for the Undersized mount feat, ya it would become redundant at level 4+, so, hows this?
Joseph would just ride around on Stumper (because he is lazy) as we travel around and what not, but as soon as we get in combat, Joseph will slide off and fight on foot.
Not yet sure what feat I would grab instead >_>

As for my fluff, Joseph is currently a young, happy-go-lucky, poor halfling with no real reason to join or start a rebellion (currently).
Do you have any ideas that I might be able to use that would give him a beef with the ruling elite?
I was thinking that maybe the Kesadrians did something to his parents.

Also, Joseph is supposed to be a young, inexperienced shepherd. But how young?
Whats the youngest you would allow? (and then I will be 1 year older then that)

Lastly, The Way. Could you please give me something about my connection with The Way? Just philosophies, I dont really want to tie his connection to a deity.

Thanks ^_^

Now to get Stumper updated.

Edit: Looks like I am trading the Vagabond Child trait for your Smuggler trait, which is very similar. I guess the family has a secret smuggling business under the tables!
But what should I be smuggling? He already has a pipe with tobacco, but I dont think thats illegal.


So here is Cams character, or at least the old version. I will be upgrading him over the next little while but you can get an idea of his flavour. He is a Halfling Hunter with a boar animal companion named Stumper :)
As for his one feat, I have to decide between Undersized Mount so that I can actually ride the thing, and Spirits Gift which is what I would really like, except i just realized that they nerfed the thing into the ground :( It used to be an all day ability that you could change once in the morning...

Any chance I could use the old rules for spirits gift?
Edit: Gold: 4d6 ⇒ (3, 3, 3, 4) = 130


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

Have you done my turn yet? Im still waiting to hear the results of Stumpers attack, but maybe you already did.
Stumper attack: 25
Stumper damage: 7
Do you need me to go again?


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

Yup! And I still got just a tiny Bit of Luck left >:)
What other resources do I have?
SNA 1, 1 round...
Animal Focus, 1 minute...
Hey! I can change Stumpers focus for +2 str! That should help :)
Hmmm >->


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

I would disagree on giving up and saying "we fail."
This has definitely been an eye opener to our combat strength and the DR 5 has been a huge factor (for lvl 1, most of us can only do 1d4-1d6 damage) but we CAN still do this :)

We just have to get crafty is all...
We really should use the rules given to us more.
We need damage, so give our attacks power attack or point blank shot.
The +1 moral bonus from posting swiftly applies to damage as well, so if we post fast (enough) that extra point will go a long way.
This might be a good time to use a hero point. I feel we might just level after this fight ^^

Still, after this fight, a little weaker challenges might be best ^^
This is a great "Challenging" challenge tho!

Edit: ninja's by two minutes T^T
Also Sarona, add +1 moral bonus to that CLW roll for the time bonus.
This battle we need every little bit! =^^=


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

Realizing that his plan to ram boar down its throat is still his best bet...
Stumper. Again. With POWAR! then Joseph guides him in.
J: aid another to hit: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
S: to hit: 1d20 + 2 + 2 + 4 - 1 ⇒ (18) + 2 + 2 + 4 - 1 = 25
S:damage: 1d6 + 2 + 3 ⇒ (2) + 2 + 3 = 7
Joseph then steps to the right (now standing over the gremlin) so that fist is within reach and fully intent to defend him.
+2/+0 flanking, +4/+0 aid another, -1/+3 power attack.
Stumper is acting as if he had power attack this round.
So, Stumper, me, Fist and Kerin all have a +2 flanking bonus.
Now that I am beside Fist, I intend to use my next 4 AoOs to boost Fists defense by 4 against the next 4 attacks (pre-rolling)

Bodyguard:

Attack : 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
Attack : 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Attack : 1d20 + 4 + 2 ⇒ (8) + 4 + 2 = 14
Attack : 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20

Fist gets +4 AC against the next 4 attacks.


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

My post is up!!! Bullet time is shattered...
You dreaming of mareeps?


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

sorry, Christmas holidays are officially over and I am back home. Sweet sweet home, how I missed my bed!
Joseph mind is working in overtime, trying to figure out how to bring the thing down, realizing his flimsy knives would be useless. (I cant remember, it has hardness/Dr 5, but do I know that?)
Shrugging, he realizes his best bet is to ram boar down its throat...
Stumper. Ram it. then Joseph guides him in.
J: aid another to hit: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
S: to hit: 1d20 + 2 + 2 + 4 ⇒ (10) + 2 + 2 + 4 = 18
S:damage: 1d6 + 2 ⇒ (6) + 2 = 8
+2/+0 flanking, +4/+0 aid another.
Remember Fist, +2 flanking bonus. Also, if you get attacked I'll use bodyguard to protect you :)


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

Merry Christmas everyone!!!
At lvl 2 I get undersized mount, and can fix my current problem :(
I'm fine for you abjudicating level ups and I agree about labeling rounds.
But, its Christmas right now, so see ya in a bit =^^=


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

Caimor ^_-:
2. Combatants can simulate having a combat feat for the sake of a single attack, but if they roll a 1-5, they fail, and takes 2 attacks of opportunity, along with missing and having a critical fumble drawn from a fumble deck.


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

Since i so rarely use stumpers profile, i added his vitals to Josephs stat bar.
Anyone know a better way to get it on the line below without the really long line of dashes?


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

So far, the attacks against Stumpers hide all bounce off of his exceptional hide and he pig proves to elusive to grab ahold of.
Joseph looks down at the still breathing gremlin Bey great, hes still alive! We can get him to talk.. Wait, his chin... Nevermind...
Ok! The flying bugs turn! Lets circle him. Stumper. Flank!

As joseph commands, Stumper gleefully circles around the flying machine (provoking an AoO) and sets up directly south of it. Then a feral glint in its eye as it attempts to once again impale its foe on his tusk.
Gore Attack: 1d20 + 2 + 2 + 1 ⇒ (11) + 2 + 2 + 1 = 16
Damage: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4

Joseph then attempts to distract it for Fist
aid another: 1d20 + 4 + 2 + 1 ⇒ (4) + 4 + 2 + 1 = 11

(enjoy +6 to hit there Fist ^^
+2 flanking and +4 aid another)


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

Haha im just fine with this level of chaos, although i really wont be doing much direct damage :s
The gremlin took a hero point?? A possible reoccuring nemises perhaps? :)
i think the thought of having a still-living and flailing gremlin stuck to your tusk to be hilarious ^^ ah, oh well :)

Fun thing im discovering with Joseph, he has no idea. He makes things up as he goes because they sound plausable. This gives me full reign to call a robot a bug and whatnot and it is probably wrong, but he THINKS it is plausable, and therefore correct.
And it is funny/fun =^^=
hes so clever ©_©


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

Thats 4 critical misses in one combat XD
quick note: im aware that they are robots, but joseph has never seen such things before. They fly, have shiny carpaces, and came out of the dirt. Therefor, they must be bugs! Im getting a lot of enjoyment out of my unlearned drawback :)

ok. New plan. Stumper. Shove it. as joseph points to the nearest "flying bug"
Stumper snorts in approval, steping up to the nearest robot and giving it a hefty headbut.
bull rush: 1d20 + 1 + 1 ⇒ (13) + 1 + 1 = 15 sending it reeling back a few feet, but not before provoking an AoO.
Good job! Joseph pats him on the back as he sidesteps towards the gremling inbetween him and Kerin and promptly putting a shank in it.
attack: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15
damage: 1d3 - 1 + 1 ⇒ (1) - 1 + 1 = 1

Ok, bit of explaining. Stumper moves diagonally down and right, then bull rushes the drone horizontally. Joseph 5-ft steps right and attacks the gremlin that is still near the hut.


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

Read that his axe hit the ground and was grabbed, thought little of it then read the first spoiler... A feeling of dread washed over me for a moment... Good job!!
Joseph turns around when he hears something behind him.
Oh... Oh dung...
Watch out guys! We have flying bugs incoming!!!


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

Yikes. These must be the goblins of DOOM!! So many 1s XD
thats 3 critical misses right there =^^=
Spoiler: main characters die everywhere...


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

wow! Im impressed. Not only did you hit stumper, you managed ho hurt him pretty good ^^ thats +1 scar!
Stumper squeals in anger and pain, lashing out in retaliation at the goblin.
AoO: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Buut missing horribly...
Meanwhile, Joseph tumbles off of Stumpers back as the boar bucks wildly, hitting the ground and springing into action with surprising speed, a dagger flashing out from under his clothing somewhere with equal bluring speed.
Taz, you are aiming the wrong way! Stumper. CHARGE!! he yells as he, himself pounces on a goblin.

Spoiler:

quick note: Joseph is dimounted, has an unopened switchblade/pipe in his left hand and a kukri (from wrist sheath) in his right hand. Swift action draw kukri, free action order stumper, then charge a goblin. Stumper will then also charge a goblin.
Joseph charge: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
damage: 1d4 - 1 + 1 ⇒ (1) - 1 + 1 = 1
stumper charge: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11
damage: 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7

But apparently the duo came from the Farm of Whiff :€
Umm... Which way did we just run?


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

Aww, OK. Lets go find out what trouble the others have gotten into. I look forward to seeing you later chief!
Joseph then mounts up on his boar and heads out of the tent with Sarona.
now which way did they go? I imagine towards the wall?


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

Hey! We halflings are sane, we just see the world differently then yoou longleggs do... Its in our job description ^^
Nope. We came through an underwater passage and not a hole. Might be a different way to get out. Can you see sunlight from the hole or does it go down deeper into the earth?
Then, for the other topic
Thats ok. Back in my hometown we dont begrudge the wolf hunting the sheep for food. You were defending yourselfs, no wrong in that.
Hey, sounds like Konnie might still be alive! Thats good, right Sarona?

Then Josephs expression darkens, the reasoning two-fold. Still, sorry about your chief, even if you didnt like him. A loss is still a loss...
Josephs thoughts turned inwards now, and on a more darker tone
While we do not fault the wolf hunting the sheep, we still DO defend our flock. To death if we have to... And im not too keen on killing another group of guys just because someone else told me to... Maybe we can talk to them?.


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

Folks like us? Well thats good, i guess. We are looking for some people who went missing. By any chance do you have anything left of them? Stumper might be able to track them by scent if you have something he can smell. If we find them, we will make sure they dont hurt you guys later.

Then after a moment, Joseph has a quizical look
Falling down? We had to swim to get here. What do you mean falling down?
Oh! We might also be able to help you guys escape later! I gots an idea >:)


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

Inside the hut and lounging in a very relaxed position
I would agree! Lets not kill each other, I also would much rather be alive. Thats why we called out to you guys, as we would much rather be invited in by you guys then intrude unwanted.
We never heard tho, what was your chieftians name?
Oh! We could trade as well! I bet we have lots of things we havnt seen before!

Joseph is feeling excited and importiant :)


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

But if its short people, shouldn’t the dwarf come too?
Anyways, here goes to jumping… Stumper. Jump. No, seriously, JUMP!!

Handle animal to push him to jump down: 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28
Grumbling, Stumper takes a leap down the short cliff, attempting to land on all fours.
Acro check to land lighter: 1d20 + 1 - 1 + 1 ⇒ (3) + 1 - 1 + 1 = 4 Failed
Then Joseph follows suit, hoping down onto the lower portion and hoping back up onto Stumper.
Acro check: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21

Once down and settled, Joseph addresses the Skunk. Alright, we three kings of orient are going to accompany you, ok? (don’t ask where that came from, its Christmas <.<)


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

Umm... Yay? I think?
Ok. Got it. How about i go in with the Skunk, while one or two of you guys with good eyes and, um, know-whats goes and checks out the wall. And i worry about the mould flowing in...
Joseph responds quietly as well.
Oh. How do i get Stumper down???
worst case Stumper drags my half-dead body out and kicks up a storm XD


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

Sense Motive: 1d20 + 3 ⇒ (17) + 3 = 20

No, thats not right... Your supposed to say: Whos There? Then i respond with: CyBoar!...
...
...
After a pause, Joseph continues as if trying to teach a little kid.
Now you say, rather repeat after me: CyBoar who?
Finally i finish with: Sorry to Boar you, but can we come in-CY-de? Haha! Get it?

Diplomatic joke: 1d20 + 1 ⇒ (12) + 1 = 13
Crappy joke, so shoot me >.>
Wait... @-@


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

This is "Now"s post...

Thanks for the healing Sarona! That bite wound was nasty :( Pretty impressive magic there too!

Near the huts...
Ooh! Knock knock jokes! I know a whole dung load of those!
Knock knock?


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

Im sure we could get a bucket of cold water from the lake and give Fist a bath! Extra suds there handsome?
after dodging the inevatible retalitory remark or strike, Joseph turns serious.
In all reality, Stumper is probably the only one who could survive down there for any length of time, and even then he couldnt last more then a few minutes (try 1 minute :p) but getting him up or down? However, i believe i might have a bit of Shepherds magic that would allow me to cross, but that strong of magic can only be preformed in the early morning hours.
Would you guys like to explore the other tunnel and come back here to rest, when we do?

Its unusual to see the little halfling with a straight face and so serious like, smoking his pipe and sitting on his glorious pig...

and i got to run it by the GM :p

Edit: oops. That was supposed to be sent 7ish hours ago, after Caimor explaining the spores :p
apparently i forgot to hit send >.>


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

Ya, healing non-leathal is doubled, so a channel energy from Sarona is 2d6 (+2 i believe) and a 1d6 for me ^_^
We got the resourses at the moment, but exiti.g the dungeon and re-entering is gonna be tricky... The passage is sealed off by lots of water. I think we might be stuck inside for now :)


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

oop. Didnt notice the cliff but it defently is there. Did fist take falling damage? Damage from the brown dust? Cold damage?
I didnt know dirt could move like that. Is it supposed to move like that? Did it just "run away"? Hey fist, you alright down there??


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

Onward to the right then! Joseph proclaims as he leads Stumper down the left hallway about ten feet before sheepishly turning around
Right is the other way, isnt it? Well, onward, onward!
As Joseph takes point further into the cavern, re-casting light on Stumper as needed.
Its getting chilly. Burrr... Wait, whos that?
He indicates the body slumped against the eastern wall and taking a puff of tobacco to ward against the chill.
Riding the boar, pipe in hand. I intend to have Stumper investigate when the others catch up.


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

Ah, you gave me a potion, i had forgotten that. Adding it to my list :)
in real life the killing would have bothered me quite significantly, really significantly. However, in this game the concept of killing is a lot less amoral and even normal. I just go with it in pathfinder, a fresh break from reality in that regards.

Joseph rides Stumper over to Caimor, watching him quizzically. Trying to figure out what he is doing...
Thanks for the potion! Umm. What are you doing? You look deep in thought. Are you concentrating? Can i help you with... Whatever you are doing? You know Stumper can be quite good at helping in things like this and, hey! Isnt that 3 legged thing one of those we saw in the city?
Joseph asks, pointing to the drawing of a 3 legged thing. (he also puts the potion in Stumpers sac)


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

alright, we are moving along :)
And i got a glowing pig X) first step to Cy-porked pig >:)


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

Joseph calls back Its even crueler to just leave it, but lets get going, i am eager to keep exploring!
Still, Joseph slows down not wanting to face this cavern alone...


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

Your sure? Your SURE?? the thing tried to bite my face off!!
Well now that we have officially crippled it, we should finish it off. As it is, it cant hunt for food or fend for itself. While i dont like the guy, that is a slow and agonizing death that i wouldnt wish upon anyone.
But, if you DO heal it, i dnt want to be anywhere near it when it wakes!

if you decide to put it down, Joseph will help, and do it in a painless way.
If you decide to heal it, Joseph will recast a light spell on stumpers harnes and head to the corridor with a
Ill be over here! called over his shoulder.
Perception for corridor: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
The dice are trying to kill me XD

Edit: if he is heading to the corridor, he is riding Stumper and smoking his pipe in his hand :)


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

Eyes still close, Joseph continues to run past the group
Aieee! Kill it! Kill it! before hiding behind Fist.
Did... Did you get it?
He then notices Stumper lazilly eating a mushroom near the cliff face. Where were you when i was running for my life huh? he says with disgust.

If you want to save it, Sarona could channel energy, tho Joseph might not be too happy :)


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

When all those hps are gone? Thats generally when you need to heal people ^_^
Its generally when a character gets low that the clutch heals are nesasary :)


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

I guess i could try and use handle animal to command it "Down", give that a try.
Btw, handle animal is a trained only skill, you failed the aid another roll, and the DC increases by 2 if it takes non-lethal damage. Thanks for helping!! XD

But.. But... How are we supposed to do anything with our eyes closed??
Well, here goes nothing...

Turning around, facing the blindhielm (eyes closed) and pointing importiantly, Joseph commands: Blindhielm. Down.

crunch:

Ok, DC 15, +5 non-animal, +2 wounded: DC 21 (+ mod because he hates me?)
Handle Animal: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17

Failed...
Guys! Help me, he hates me!!
You got weapons, use those!


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

??? How about i re-do that roll. Also just a note, me and Stumpers position should be switched as Stumper went back and i went to the blindheim.

:
charge: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
damage: 1d4 + 1 ⇒ (2) + 1 = 3

The blindhielm manages to catch Joseph square in the chest as he attempts to rise, sending him sprawling back. Joseph, scrambling to his feet lets out an Aieieie! He doesnt like me! Helpmehelpmegethimaway!!! as he books it back towards where the group is at.
Withdraw action to double move back


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5
Caimor Bleddyn wrote:
"...They're not actually blind."

I was hoping you would jump on that XD

also, totally forgot i had wild empathy ».»
They are not? Oh dung. But it says that they are blind in their name! Oh well, i am going to try something...
Joseph reaches into the pack on Stumpers back and pulls out some preserved chicken, then goes over to where the Blindhelm is sitting.
Feeling out where the boundries that the blindheim is comfortable with, Joseph sits down just outside that boundry, and starts eating, slowly.
While making no noise, and just casualy sitting there, after a bit Jseph tosses a small piece of meat towards the creature, with a bit of luck, the creature would accept him.
using wild empathy as a deplomacy check, d20+level+Cha, with +3 bonus from adaptive luck used preemptivly against a DC of 15 (20 if unfrendly)+Cha+4 for a magical beast. So DC 17 or 22.
Wild Empathy: 1d20 + 1 + 1 + 3 + 1 ⇒ (1) + 1 + 1 + 3 + 1 = 7
Fail XD after all that calculating and modifiers, i rolled a 1... Epic fail! So the creature hates me now >.>
1/3 adaptive luck left.

Uh Oh...
Joseph looks very worried and starts to rise...


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

Ya, a 34 int roll at lvl 1. None to shabby! I figure Joseph should give it a try :)
Untrained K: Dungeneering: 1d20 - 2 ⇒ (4) - 2 = 2
Once Stumper is safely back and within arms reach of Joseph, he pulls out his pipe, trying to dry it off and light it. Then, he begins to inform the group.
Ah yes. A Blindhelm. They are completely blind, and not native to this region. They are very smart for animals and make very loyal pets. Judging by the way he acted a moment ago, and my own training of Stumper i would say he is on guard duty... So... Do we have to go that way?
Joseph takes a puff from his pipe, believing and assured by his own propaganda (which was gleaned from a combination of visible facts, half remembered rumors, assumed conclusions and possibly an outright fabrication. Or two..)


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

Stumper acknowledges the strange creature then goes back to his foraging, none too worried, heading to the toadstools.

Joseph was a good deal more worried
Oh dung... Stumper. Heel. trying to get the boar back without incident, and muttering "Please, please, please"

Hearing the command, Stumper abandons his search and starts to head back to Shepherd.


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

Now that Stumper is up on their level Joseph unties the rope from around him and looks through his soggy pack realizing about half of it is ruined.
Awww that sucks. What did you guys find over there?
Joseph then lets Stumper free to roam a bit to forage and joins the others.
Huh. Poor soul. Ive seen these before, they are whats known as an Orc. Generally savage and untamed, this one looks more civilized. Joseph informs them, as if the concept of a half-orc was a rare thing and needed explaining...

Stumper is wandering around a bit with a light spell cast on him. Feel free to get him into trouble if desired.


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

Anything about the nat 1 on the swim check? Or just no gain-no foul?
Stumper flying? Ive never seen him do so much as jump let alone fly. That will be the day!
Tho i think i did hear the one about electronics and water...
says the country bumkin.

Joseph gives Fist the trailing end of the rope, which Fist immediately realizes is made of a fine silken weave.
Here, we can use this, and use it for the others who need help.

Once up and everyone is settled Joseph takes stock of his gear and casts light on stumpers harness/armor/saddle. A little shepherds magic. Let there be light! Here, Fist and Taz, have this. It will help your stomach. You too Sarona. Joseph hands them each a handful of spiced nuts.


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

Lots a Rolls!:

So i have to roll for Joseph and Stumper with an additional roll to push stumper into the water to go swimming/drowning (rolled before Stumpers swim check).
Note: -1 ACP on stumper, +1 to stumpers fort save from resistance cantrip (if Joseph is riding him, he has ample oppertunity to recast it on him) and the +1 lucky time bonus :) Stumper will be using aid another on Josephs survival roll (if allowed/needed unless stumper needs his own roll) and finally the pig isnt climbing, so he will have to be hoisted up with a rope :)

J Swim: 1d20 - 1 + 1 ⇒ (1) - 1 + 1 = 1 (untrained)
J Fort: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24
J Survival: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
J Climb: 1d20 - 1 + 1 ⇒ (20) - 1 + 1 = 20 (untrained)

S Handle Animal: 1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14
S HA reroll: 1d20 + 11 + 2 + 1 ⇒ (10) + 11 + 2 + 1 = 24 (+2 for adaptive luck)
S Swim: 1d20 + 1 - 1 + 1 ⇒ (8) + 1 - 1 + 1 = 9 (untrained)
S Fort: 1d20 + 5 + 1 + 1 ⇒ (7) + 5 + 1 + 1 = 14 7
S Survival: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9 (aiding joseph, failed)

More notes: Yay! My first nat 1 and 20 in the same post ^_^
So i will brave having something very bad happen to gain the hero point (lets see what happens ^_^)
I have to re-roll the handle animal roll, then use my adaptive luck after the fact for +2 to succeed the roll :p

Phew! A very mechanical post :)


Joseph was practically bounding up and down on top of his boar with excitement Yay! I gert to come! I get to come!

~~Later~~
Joseph, riding his boar, arrives with everyone else near the underwater cave. There everyone had water breathing cast on them (with no small amount of dis-trust from Stumper)
Uh oh. I forsee this causing problems in the future! they then proceeded to dissapear under the water. At Josephs turn, he had great difficulty convincing Stumper to get wet and even greater difficulty convincing the boar to breathe under water (Stumper: Nope. Not happinging, no-thank-you! Im not a fish!) but luckly Joseph had a carrot in his pack with which to entice the boar.
Then Joseph went under as well, but something seemed wrong... Terribly wrong...

~~Later later~~
Upon finally ariving in the cave the group was presented with a problem. Pigs dont climb...
So Joseph unslung the rope across Stumpers flanks and tied it around him, then bounded effortlessly up the cliff face with the trailing rope.
Hey guys, i am going to need some help hauling Stumper up, there is no way i am strong enough. He weighs more than i do!

I hope we can get back out afterwards... Joseph comments, looking at the submerged entrance from where they had come.

Rolls:
J swim: 1 (nat 1)
J fort: 24
J survival: 15
J climb: 20 (nat 20)
J handle animal: 14 (rerolled: 25)
S swim: 8
S fort: 14
S survival: 9 (aiding Joseph, failed)
That was a big post: took a lot to format :p


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

Joseph bows towards Caimor, while sitting on the boar. its an awkward gesture. My name is Joseph and i am a shepherd from one of the outlying towns and this is Stumper, my trusty, well noisy boar...
CanIcomecanIcomecanIcome?Pleasepleaseplease???


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

Slightly annoyed and feeling left out, he finally decides to ask the question that everyone else seems to know.
Well what ARE they? Are they alive? They seem to have different parts and round bits, kinda like a grain mill, only... Different.
He then hops back onto Stumper and pulls out a piece of cheese. are you hungry? Do you want a piece? offering it to Val.
He also absentmindedly feeds Stumper some


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

Joseph watches and listens in amusement
sorry, got sick. Will post tomorrow


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

ROUND 2

seeing the contraption dismantled Joseph lets out a hoot
Good job Mr. Dwiff!
He then bends down and scoops up a piece (a strut, a leg, a cog, anything) and marvels at it, then directs Stumper in through the busted window and around the corner.
theres no trick to tell an animal to just "go there" so mind if i make a generic HA check, kind of like riding? Also, the +1 at the end of every roll is the 6h luck bonus fyi
HA: 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 20
Joseph then follows Stumper in through the window and towards Fist and Sarona.
Hey guys! Guess what i found! Some sort of wierd animal but it seems to be made out of metal, what is it? Look see!?


Actions: move action pick up scrap, direct Stumper, move action move into the house. Note that last round I moved east 2 squares (i can see the map but i cant change it). I figure the window is difficult terrain so Stumper moves East 5ft, North 5ft, West 10ft and sits down.
Joseph only makes it E 10ft and through the window (N 5ft)


Halfling Hunter 1, Hp: 10/10, AC: 17/15/13, F: 4, R: 6, W: 3, Init: 4, Per: 9, Luck 3/3
:
Stumper: Hp: 20/20, AC: 22/12/20, F: 5, R: 4, W: 1, Init: 1, Per: 5

Yay! I can see the map! Normally my phone has troubles with google docs
His names Stumper. Wow! what are those things? They look like giant silver spiders! Awesome! And, ahem, we should probably stop them... Stumper. Attack.
Handle Pig: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17

Turning to the Longlegs with the hunting bow, Na. Im not too worried about him getting hurt, just mad!
He then bounds off, coming up behind Stumper and patting him on the rump Stumper. Flank. for next round
Handle Pig: 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29

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