"We cornered his drunken ass in the Goblin last time. This time, we won't show any mercy. We'll kill him for what he did to Larur, and then he'll tell us where Lil is."-- Braddon Hurst
hp 7 / 38; AC 16; Init +2; 3 Str damage Male Half-elf Ranger 4
Braddon sniffs the air.
"Smells like trouble," he whispers to the others.
In the confined space, he manages to slide his bastard sword from its sheath and holds it before him in both hands.
He looks round to the others, nods and slinks forwards carefully trusting to his elven sight.
Male Halfling Inquisitor of Calistria (Heretic archetype)
What passes through his thoughts is smells like sh1te... we all do... but the halfling understands the actual focus of Braddon's hushed tone warning, and doesn't put vocalisation to his musings.
The butterfly is uneasy approaching the source of the scent; before you have arrived, it flutters back to you.
Braddon:
Following closely behind Snake's magic light, you come to a bend in the narrow, damp tunnel. As you edge forward, you can see that it opens up into a larger chamber up ahead; inside is the source of the sounds. At least four lobster-like creatures the size of Phillip are in and around another tidal pool, hissing and clicking furiously. The musky scent is overwhelming and mixed with another aroma, the smell of blood. The creatures do not seem to have noticed you yet, distracted by something splashing in the pool with them.
Braddon charges the nearest halfling-sized lobster-like creature and cleaves deeply through its shell.
One of the creatures further back in the water propels itself quickly to the edge of the pool.
Another drags itself awkwardly into the water; these creatures are clearly less mobile on land.
Yet another lurches into view in the dim light in the back; there are more than four.
Braddon charges SLS 1
SLS 5 moves to AR51
SLS 4 moves to AS52
SLS 6 moves to AU52
Round 1 init: Small Land Squid 5, Small Land Squid 4, Small Land Squid 6, Braddon, Tendal, Small Land Squid 1, Lucky, Small Land Squid 2, Phillip, Snake, Small Land Squid 3, Gristav
Current effects: mage armor (Tendal)
dancing lights (Snake)
light (Tendal)
hp 7 / 38; AC 16; Init +2; 3 Str damage Male Half-elf Ranger 4
Braddon's certainty fades somewhat when the creature before him survives the blow. He smashes at it again, before taking a wary step back and drawing out his magical short sword with his off hand.
"These things seem even tougher!"
(Standard action - attack O1 with bastard sword two handed, Move action - draw +1 short sword, free action - 5' step to AP48,50 or 49 in that order based on whether I can fit :-)
Braddon's follow-up blow deflects off the creature's carapace.
Braddon attacks, 5-foot-steps & draws weapon
Round 1 init: Small Land Squid 5, Small Land Squid 4, Small Land Squid 6, Braddon, Tendal, Small Land Squid 1, Lucky, Small Land Squid 2, Phillip, Snake, Small Land Squid 3, Gristav
Current effects: mage armor (Tendal)
dancing lights (Snake)
light (Tendal)
Tendal waits for a few more bodies to interpose themselves between himself and danger.
The battered land squid takes the opportunity to dive into the pool and make like Tendal.
Another of the creatures drags itself out of the water and waits, claws at the ready.
Tendal delays
SLS 1 double-moves to AT51
SLS 2 moves to AS50 & readies
Round 1 init: Small Land Squid 5, Small Land Squid 4, Small Land Squid 6, Braddon, Tendal (delaying), Small Land Squid 1, Lucky (delaying), Small Land Squid 2 (readying), Phillip, Snake, Small Land Squid 3, Gristav
Current effects: mage armor (Tendal)
dancing lights (Snake)
light (Tendal)
Apologies, but can't see the map (as am at work) - I assume Phil is in the rear without good lines of sight.
This is true. There is (isn't there always?) an inconvenient bend in the tunnel which prevents you seeing what's at the end until you're in combat range. ;)
You could get line of sight/effect with a single move action (20 ft), though Braddon would still be providing soft cover. Would you like to move and ready (you'd still be 20 feet behind Braddon and leave enough room for others to move up in range) or stay where you are and ready? (I'm happy to consider you'd loaded your crossbow at the point that you starting hearing sounds from up ahead, if not before.)
Phillip moves up to where he has eyes on the enemy, keeping his crossbow at the ready in case he gets a clear shot.
Phillip moves to AM47 & readies
Round 1 init: Small Land Squid 5, Small Land Squid 4, Small Land Squid 6, Braddon, Tendal (delaying), Small Land Squid 1, Lucky (delaying), Small Land Squid 2 (readying), Phillip (readying), Snake, Small Land Squid 3, Gristav
Current effects: mage armor (Tendal)
dancing lights (Snake)
light (Tendal)
Round 1 init: Small Land Squid 5, Small Land Squid 4, Small Land Squid 6, Braddon, Tendal (delaying), Small Land Squid 1, Lucky (delaying), Small Land Squid 2 (readying), Phillip (readying), Snake (delaying), Small Land Squid 3 (delaying), Gristav
Current effects: mage armor (Tendal)
dancing lights (Snake)
light (Tendal)
By my count, Gristav can get into melee with SLS 2 with a 30-foot-move to AR49, but that's the only one he can reach to attack this round, if he wants to.
I wouldn't let Braddon stop in AP50 so I can 't let Gristav, either. There's not quite enough room for a Medium creature, without squeezing, and I don't think you want to take the -4 AC/-4 to attack. You can move behind Braddon at AO48 or 49, where he could 5-foot back on his turn to make a wall beside you, or ahead of him at AQ49.
Gristav moves up to Braddon's shoulder in support.
Gristav moves & readies
Round 1 init: Small Land Squid 5, Small Land Squid 4, Small Land Squid 6, Braddon, Tendal (delaying), Small Land Squid 1, Lucky (delaying), Small Land Squid 2 (readying), Phillip (readying), Snake (delaying), Small Land Squid 3 (delaying), Gristav
Current effects: mage armor (Tendal)
dancing lights (Snake)
light (Tendal)
The tall man moves a few feet before realizing there's no where to move to that he can give aid. "There's no room. We are stuck in a bottleneck. Not sure who the advantage goes to but I'm putting my money on pretty boy over the bug creatures," he deadpans.
Hp :26/26; AC 11(15) / 11 tch / 10(14) ff; Fashionable Merchant 4
"Can we retreat to a point where we might have better terrain for our melee?" Tendal asks curiously. "It seems a waste to meet the strength of the enemy on their own advantageous field."
The lobster-like creatures seem as loath to close with the party as the party is with them. The one in the back lurches a little closer to the rest of the group.
Round 2 init: Small Land Squid 5 (readying), Small Land Squid 4 (readying), Small Land Squid 6, Braddon, Tendal (delaying), Small Land Squid 1, Lucky (delaying), Small Land Squid 2 (readying), Phillip (readying), Small Land Squid 3 (delaying), Gristav, Snake
Current effects: mage armor (Tendal)
dancing lights (Snake)
light (Tendal)
M 1/2E Magus 4 :2223a1: BAB3 CMB/D:5/17 AC/T/Ff:16/12/14 Init2 Perc1?3(F:9) HP36/36 FRW6,5,3(F:6) UMD11 Scft10 Alch/K:Arc/K:Lcl/Appr7 Ride/Climb/Swim/Dance:6 Dipl/Intim/Acrobatics5 Sense Motive3(F:6)
"They have the advantage, in their lack of care for whether or not we get to explore their space. If we wish to explore, we'll have to drive them out, or goad them to battle. I don't imagine there's any negotiated right of travel to be had. But my freezing rays are inexhaustible; there will be some resolution..."
Gristav continues to hope Braddon will withdraw a pace, to deny the creatures any but the narrowest front.
hp 7 / 38; AC 16; Init +2; 3 Str damage Male Half-elf Ranger 4
Braddon glances briefly at the red welts still on his arm from his earlier encounter. The sting seems to have tempered his bloodlust somewhat and he takes a step back beside Gristav.
"Put 'em on ice," he snarls. "I'll keep them back."
(5' step to AO48, ready to attack the first enemy to come within range)
Braddon steps back and gets ready to attack anything that approaches.
Round 2 init: Small Land Squid 5 (readying), Small Land Squid 4 (readying), Small Land Squid 6, Braddon (readying), Tendal, Small Land Squid 1, Lucky (delaying), Small Land Squid 2 (readying), Phillip (readying), Small Land Squid 3 (delaying), Gristav, Snake
Current effects: mage armor (Tendal)
dancing lights (Snake)
light (Tendal)
Hp :26/26; AC 11(15) / 11 tch / 10(14) ff; Fashionable Merchant 4
Tendal nods agreement to Gristav’s suggestion. He picks up a small tide-smoothed grey stone from the floor, places the light cantip on it and throws it overhand as far down the passage as he can.
Round 2 init: Small Land Squid 5 (readying), Small Land Squid 4 (readying), Small Land Squid 6, Braddon (readying), Tendal, Small Land Squid 1 (readying), Lucky (delaying), Small Land Squid 2 (readying), Phillip, Small Land Squid 3 (delaying), Gristav, Snake
Current effects: mage armor (Tendal)
dancing lights (Snake)
light (Tendal)
Tendal, you'll have to throw the rock next round. Note that you can only have one light spell active at a time, so the one on your cane has gone out. Snake still has his dancing lights active, however, so there's plenty of light around the party.
Round 2 init: Small Land Squid 5 (readying), Small Land Squid 4 (readying), Small Land Squid 6, Braddon (readying), Tendal, Small Land Squid 1 (readying), Lucky (delaying), Small Land Squid 2 (readying), Phillip (readying), Small Land Squid 3 (readying), Gristav, Snake
Current effects: mage armor (Tendal)
dancing lights (Snake)
light (Tendal)
In the narrow confines of the dark tunnel, Gristav's ray goes awry.
Gristav casts
Round 2 init: Small Land Squid 5 (readying), Small Land Squid 4 (readying), Small Land Squid 6, Braddon (readying), Tendal, Small Land Squid 1 (readying), Lucky (delaying), Small Land Squid 2 (readying), Phillip (readying), Small Land Squid 3 (readying), Gristav, Snake
Current effects: mage armor (Tendal)
dancing lights (Snake)
light (Tendal)
M 1/2E Magus 4 :2223a1: BAB3 CMB/D:5/17 AC/T/Ff:16/12/14 Init2 Perc1?3(F:9) HP36/36 FRW6,5,3(F:6) UMD11 Scft10 Alch/K:Arc/K:Lcl/Appr7 Ride/Climb/Swim/Dance:6 Dipl/Intim/Acrobatics5 Sense Motive3(F:6)
"Well, if light and cold won't press them away, nor goad them to charge... and we should perhaps give that a bit of time... then our choices are two: Press them in melee, and take our lumps; they all look half-ready to me, to make us regret the press... Or, leave them to their possession of the place, and never know what their wildness wards. But this might be where a woman, habituated to these tunnels, might leave a corpse to moulder. There's the question of how she'd get it here; labor doesn't seem her way, but there may be the current, in the flood and ebb. It might have moved the victim to a narrows, and trapped these clawthings to guard it, all at once..."
Snake comes around the corner and directs his lights into the midst of the creatures.
Braddon and Gristav can now see that there is something small, raw, and bloody in the pool with them; it's possible they are defending a meal. At any rate, they seem disinclined to leave the water to engage the newcomers.
Snake moves & directs active spell
SLS 5 readies
SLS 4 readies
SKS 6 readies
Round 3 init: Small Land Squid 5 (readying), Small Land Squid 4 (readying), Small Land Squid 6 (readying), Braddon, Tendal, Small Land Squid 1 (readying), Lucky (delaying), Small Land Squid 2 (readying), Phillip (readying), Small Land Squid 3 (readying), Gristav, Snake
Current effects: mage armor (Tendal)
dancing lights (Snake)
light (Tendal)
Round 3 init: Small Land Squid 5 (readying), Small Land Squid 4 (readying), Small Land Squid 6 (readying), Braddon (readying), Tendal, Small Land Squid 1 (readying), Lucky (delaying), Small Land Squid 2 (readying), Phillip (readying), Small Land Squid 3 (readying), Gristav, Snake
Current effects: mage armor (Tendal)
dancing lights (Snake)
light (Tendal)
Tendal, you are holding your lit-up stone, which is the only illumination this side of the bend now that Snake's moved his dancing lights onto the monsters, and you have to move as far as AN48 to have line of sight/effect on the enemy.
Hp :26/26; AC 11(15) / 11 tch / 10(14) ff; Fashionable Merchant 4
Tendal moved forward, the brightly burning stone pushing back the stygian darkness of the tidal tunnel, moving into the midst of his companions. The moment he saw the beasts skulking in their flooded tunnel, he tossed the stone overhead towards them, hoping to place the rock between them, flooding the room, and their pool with bright light.
move to AN48 and toss the stone into the room beyond.
Tendal's inexpert throw ricochets unexpectedly off a projection in the stone and rattles into the corner.
Tendal moves & tosses stone 1d20 + 1 ⇒ (4) + 1 = 5
Everyone else readies or delays
Round 3 init: Small Land Squid 5 (readying), Small Land Squid 4 (readying), Small Land Squid 6 (readying), Braddon (readying), Tendal, Small Land Squid 1 (readying), Lucky (delaying), Small Land Squid 2 (readying), Phillip, Small Land Squid 3 (readying), Gristav, Snake
Current effects: mage armor (Tendal)
dancing lights (Snake)
light (Tendal)
Your throw ended up in AU49, Tendal, but it's still in position to light up the monsters. Phillip, doing anything different this round or still readying?
Round 3 init: Small Land Squid 5 (readying), Small Land Squid 4 (readying), Small Land Squid 6 (readying), Braddon (readying), Tendal, Small Land Squid 1 (readying), Lucky (delaying), Small Land Squid 2 (readying), Phillip (readying), Small Land Squid 3 (readying), Gristav, Snake
Current effects: mage armor (Tendal)
dancing lights (Snake)
light (Tendal)
M 1/2E Magus 4 :2223a1: BAB3 CMB/D:5/17 AC/T/Ff:16/12/14 Init2 Perc1?3(F:9) HP36/36 FRW6,5,3(F:6) UMD11 Scft10 Alch/K:Arc/K:Lcl/Appr7 Ride/Climb/Swim/Dance:6 Dipl/Intim/Acrobatics5 Sense Motive3(F:6)
With a lifted-brow glance at the bug on his shoulder (which brought an answering flutter), Gristav again incants, and a coruscant cold cracks crabward...
Ray of Frost +2BAB +2DEX +1Guidance:1d20 + 5 ⇒ (18) + 5 = 23 d3 Cold:1d3 ⇒ 2
Gristav's ray contacts the lead creature, leaving behind a tiny patch of frost.
Tendal:
Knowledge (dungeoneering) 1d20 + 9 ⇒ (6) + 9 = 15 Now that you are around the bend, you can see the enemy and recognize these creatures as reefclaws, vicious predators with an intelligence that belies their animalistic appearance. You know that they are most dangerous at the moment of death, when they expire in a frenzy of violence on everything in reach.
I meant to give you this information on your turn, Tendal; feel free to share it at your leisure.
Round 3 init: Small Land Squid 5 (readying), Small Land Squid 4 (readying), Small Land Squid 6 (readying), Braddon (readying), Tendal, Small Land Squid 1 (readying), Lucky (delaying), Small Land Squid 2 (readying), Phillip (readying), Small Land Squid 3 (readying), Gristav, Snake
Current effects: mage armor (Tendal)
dancing lights (Snake)
light (Tendal)
Seeing the creatures remain where they are, Snake waits to see what they do.
I guess I'll just Ready. Will use Evil Eye on one that either moves forward to attack or whichever one Braddon moves to attack. Will go with its Attack rolls.
Round 4 init: Small Land Squid 5 (readying), Small Land Squid 4 (readying), Small Land Squid 6 (readying), Braddon, Tendal, Small Land Squid 1 (readying), Lucky (delaying), Small Land Squid 2 (readying), Phillip (readying), Small Land Squid 3 (readying), Butterfly, Gristav, Snake (readying)
Current effects: mage armor (Tendal)
dancing lights (Snake)
light (Tendal)
hp 7 / 38; AC 16; Init +2; 3 Str damage Male Half-elf Ranger 4
"Get'em!" Braddon urges his companions, pointing with his short sword. He seems to notice the weapon, raises it for a second then frowns at it. His eyes suddenly grow wide and he grins.
Casually, Braddon tosses the short sword aside and smoothly pulls forth a dagger from his belt. He flips it once, lines up the closest creature and hurls the blade hard at anemone. ;-)
Hp :26/26; AC 11(15) / 11 tch / 10(14) ff; Fashionable Merchant 4
In the half light flickering in the sodden chamber, the creatures form spurs a recollection in Tendal's memory.
"Gentlemen, beware. I think that these creatures are reefclaws...note the blood red spines across the dorsum. These creatures are known for going into a frenzy just before the moment of death. We would be wise to be wary. Furthermore, we may be able to use this quality to our advantage if the creatures are closest to one another when they are mortally injured."
I'll get to work on putting together the character. Joana, of the archetypes I mentioned earlier, does any one of them look like it'd be better for this campaign than the others?
Thanks, Navior. There were several excellent players who expressed interest but were ultimately too busy to take on another game, and to be honest, I'm quite relieved. The choice was difficult enough as it was. :)
Yes, two urban rangers, although one is ranged and the other will be melee. I approached Khaladon about possibly considering changing archetypes, but if you can't have two urban rangers in an urban adventure, when can you? That's one of the reasons I didn't want anyone to spend too much time working on the mechanics until the party was selected. Hopefully their foci will be different enough not to overlap.
Worth noting Urban Ranger gets Disable Device as a class skill and Trapfinding at 3rd level, so that would open up some archetype choice for the rogue, as most of them trade out trapfinding. I'll take a look at the archetypes tonight and get back with you.
Also worth noting we have two PCs who got in bad with the Sczarni in Magnimar right now. That would be fine by me -- Magnimar's a big place, and I'm sure the Sczarni disagree with a lot of people on a daily basis -- or if you wanted to change your backstory back to Westcrown, Wander, you could do that, too.
Male Halfling Inquisitor of Calistria (Heretic archetype)
Thanks for the nod Joana, and it's an interesting little muddle of characters for you to torment ;)
I'll be fishing this profile out of the inactive pile to resurrect for this thread. Should get him mostly squared away today. I'll also have a peep through the other selected's characters just to get a feel for them.
Male Human (Varisian) ; 8/8 hp; AC 14 (11 t/13 ff); CMD 12; Init +1; Oracle of Lore 1
Yes, this certainly looks like it'll be an interesting party to be gallivanting around Riddleport with. I'm looking forward to the experience. Thank you, Joana, for the opportunity.
Since it's so rare that I get to do this: starting gold: 3d6 ⇒ (5, 4, 3) = 12 x 10gp = 120gp
hp 7 / 38; AC 16; Init +2; 3 Str damage Male Half-elf Ranger 4
Hi all. I'm looking forward to gaming with you all and many thanks to Joana for selecting me as one of her chosen few. Braddon is a not too bright bounty hunter, with bastard sword and two weapon fighting so it looks like I'll be the frontline fighter, though anyone is welcome to join me. And really, as if Joana will attack us from the front ;-)
My skills are currently Survival, Perception, Disable Device and Sleight of Hand, but I see someone else has Sleight of Hand and I was going for a 'face' skill. That'll free up a trait and I'm likely to plug the point into Bluff and/or Intimidate which no one seems to have covered yet. What would people prefer?
(When I say 'face' skill, Braddon is by no means a diplomat- he can spin a lie and threaten, but he is no negotiator so it may be a while before I increase those skills, unless someone is looking for back up- Braddon makes a pretty good 'Yes' man :-)
Is someone else focusing on Disable Device, as I can delay that too without impinging on the concept?
Since others are rolling for money I shall cast my lot also. I prefer set amounts, but I am trying to throw off the shackles and reputation of ill luck that clings to me in all games, so here goes-
Male Halfling Inquisitor of Calistria (Heretic archetype)
Ok - first polish pass on the profile is complete. The only things missing now are spells, combat stats / saves, and an overall re-format of the gear into something more legible. I've left myself with a bit less than two gold to my name so far... though could free up 15 gold pretty easy if needed for the campaign opening.
I have taken two racial swaps from ARG at the moment - Shiftless, and Adaptable Luck. Though could change those if needed.
Joana - can you give a tidbit of how the campaign is likely to open?
I'm still building my character (Sarien - Rogue) but I'm thinking of focusing on bluff quite a bit, as much for social interaction as for feinting in combat.
I'm also going to take advantage of Urban Ranger getting disable device and trapfinding to choose an archetype (as yet undecided) that cancels out trapfinding for rogues.
Edit to add: Okay, Sarien isn't going to be nearly as skilled at bluff as Phillip.
Male Halfling Inquisitor of Calistria (Heretic archetype)
From a skills perspective Phillip covers: Appraise, Bluff, Knowledge (Local), Perception, Sense Motive, Sleight of Hand, Stealth and the all important Profession (Charlatan).
Braddon - Intimidate would make a decent choice I'd think if you were after a social skill... and in-keeping with being a bounty hunter no?
Re equipping, this isn't a campaign where you're gearing up and heading out into nowhere. I'd leave yourself a bit of pocket money for spending around town, enough to buy a drink or three but not enough to set up indefinite housekeeping with.
The campaign will open with your separate arrivals in Riddleport at an inconveniently early hour, whereupon you'll all be directed to the only tavern in town open at that time of the morning....
Wander, any of those archetypes will be fine. Just depends on what role you want to fill. Knife Master or Swashbuckler would be more fight-y if you want to help out Braddon, Acrobat more, well, acrobatic. In re Investigator, someone in this party is going to want Diplomacy to gather information with. *significant glance*
Wander, any of those archetypes will be fine. Just depends on what role you want to fill. Knife Master or Swashbuckler would be more fight-y if you want to help out Braddon, Acrobat more, well, acrobatic. In re Investigator, someone in this party is going to want Diplomacy to gather information with. *significant glance*
Coincidentally, Investigator is probably my top choice based on what you wrote about the campaign in the recruitment thread. He's not going to have an outstanding charisma but a decent Diplomacy for sure. I'm going to proceed with building Sarien with that archetype for now.
Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
That's true. Diplomacy might be a bit important in an adventure that consists of tons of people to talk to. You probably don't want to shake them ALL down. Well...maybe you do, I don't know. :)
Male Halfling Inquisitor of Calistria (Heretic archetype)
Joana - Diplo is on my 2nd level want list... but I regret that at first level I have but eight skill points to give - and Profession Charlatan is clearly more important :P I can help out on the information gathering at least with Knowledge Local? - and Bluff can be used sparingly to elicit details in some situations.
I suppose I can do without the hidden compartment in my holy symbol to get 5gp back into my disposable cash kitty. I'll still have the hidey holes in my scarf and both dagger pommels. That would give me almost seven gold to get started with, and a profession to fall back on if things get desperate.
Don't mind me, I'm just dotting as a lurker. I really wish I had the time to devote to PbP, but I just had to give up a few games, unfortunately... Otherwise, I would've applied myself!
Have fun, everyone. It looks to be a very intriguing group of characters.
Oh, and Mark Sweetman, I hate to sound like a stalker, but your character concepts and designs have absolutely astounded me. Should I be ashamed when I say that I follow your posts in recruitment threads to see what kooky character you've come up with next?
The line between Diplomacy-to-gather-information and Knowledge (local) is a fine one. I'd be inclined to say that knowing which part of town Bob the Crime Lord operates in is Knowledge (local), while finding out if Bob the Crime Lord was seen down at the Wharves this afternoon is gathering information. Possible overlap between the two skills in certain situations with a higher DC for the Knowledge (local) roll due to the shorter amount of time the info has had to circulate. And creative use of skills as you can convince me they apply.
I'd make some clever remark about you not being likely to find many "Charlatan Wanted" job postings, but ... this is Riddleport. ;)
Mark, I'll be persusing Faiths of Balance tonight, per our PMs, and will take a look at the racial substitutions you're wanting from the ARG. Hopefully, Khaladon and ZetaGilgamesh will check in by tomorrow.
Male Halfling Inquisitor of Calistria (Heretic archetype)
Knowledge Local has always bothered me a bit in application. Take Phil - he's recently arrived to Magnimar, and hasn't had any chance to become aware of local politics or the like... but since he spent points in KL he has a chance to know those small tidbits of local knowledge that might take weeks or months of osmosis to pick up in reality.
The way you distinguish makes sense Joana - Knowledge Local lets us know where we might be able to find the information... but it would take Diplomacy or other means to actually elicit the information from the souls that have it.
As for Profession Charlatan - if it comes to that, I'd actually characterise it as Phillip setting up a swindle with the profession roll marking how successful he is with it. From something as simple as a shell game, through to fawney dropping, snide pinching or similar. Though he's got Sleight of Hand as well - so he could always fall back on the noble art of pickpocketing ;)
As a point of note, I'll be dropping some victorian era criminal slang into Phillip's speech by way of adding the Sczarni character to him - but I'll explain what the words and phrases mean in OOC whenever they get a little obtuse.
DukeRuckley - many thanks for the kind words. I can only say that I work in an industry where literary creativity is not really well received and emotionless technical language rules the day... so this is my outlet.
M Brownin (Half Pale Skin/Half Dark Skin) Healer 8/Merchant 3
Wow, lots of posts! I checked in yesterday and read the first few but didn't have time to post. Sometimes weekends are busy for me, sometimes their not. Weekdays I can post multiple times per day though if necessary.
But I'm here now.
While Urban Ranger really does fir Dayn's backstory perfectly, I am looking at other archtypes, as I'm still open to changing, if anyone would prefer that or think it best.
Not feeling so lucky with the roller (we have a hate, love, hate relationship) so will stick with the average this time. 175gp.
Need a bit of shut eye right now, but will have Dayn fully completed Tuesday day sometime (my Tuesday anyway, here in Eastern Standard Time-Toronto, Canada. Where are all y'all posting from anyway?)
As far as the traits go....do you have a problem, Joana, with us remodeling the fluff to better fit our characters? For example, I've been thinking of taking the Tongue of Many Towns trait and repurposing it to fit Sarien's background:
Was
Tongue of Many Towns (Garundi)
You have spent many years traveling across Garund, and have met many different people on your journeys.
Benefit You gain a +1 trait bonus on two of the following skills: Diplomacy, Knowledge (local), and Linguistics.
Becomes
Tongue of Many Districts (Magnimar)
Despite social and economic norms, you moved throughout several districts and have met many different people from various backgrounds.
Benefit You gain a +1 trait bonus on two of the following skills: Diplomacy, Knowledge (local), and Linguistics.
If that doesn't work for you, that's fine. Just thought I'd check.
Draft of the HeroLab character sheet is now in profile. I still have to finish equipment purchase and update the background but at least here's something worth looking at.
Not sure I like the profile pic. So that may still change.
I'm in Texas, which is GMT-6 but counts as GMT-5 right now, due to Daylight Savings.
Wander, it's better than the old picture; he always looked shifty. I see you've applied the trait bonus to Diplomacy and Knowledge (local). (Was going to ask which two, but you posted your build while I was considering.) Should be fine, although I'd like to know what (in general terms) Sarien was up to in the several districts of Magnimar -- and what he did to get on the wrong side of the Sczarni.
Let me know when you've got your mechanics worked out and ready for a review. I think that's Phillip and Sarien so far. I won't sit down and go over the numbers until tonight my time anyway.
Just so you know, I posted what my initial preference for the build was but it's totally open to your approval (naturally). If the modification to the trait fluff doesn't work for you, that's fine. I've got other ideas.
I'm still working on the details of Sarien's background that got him in trouble with the Sczarni and fits in with the trait. I've got most of it worked out but I'm still putting it down.
So after spending some time carefully looking over the ranger archtypes, nothing else really seems to suit Dayden at all. I then looked at Fighter, and could quite possibly make him an Archer instead.
I do prefer the flavour of him as an urban ranger though, so I thought I'd ask, is there any other archetype or class Braddon could possibly be Pryllin?
Do you have any feeling or preference one way or another Joana?
I'll wait a little bit for responses and then make my final decision and hey Dayn statted up.
A draft of Sarien's background has been added to the profile. Hopefully it does a good job of explaining how he got on the wrong side of the Sczarni, as well as his archetype choice and the use of that trait I chose for him.
I based everything about the Sczarni and Magnimar on a wiki, since I don't actually have any of the books about Magnimar. If I took liberties with either the city or the Sczarni that doesn't work, let me know and I'll make the appropriate adjustments.
By the way, it's just the first draft so there could well be misspellings or grammar errors in there. I'll try to go over it again and make any corrections tonight.
@Khaladon, knew there was something I was forgetting to respond to this morning: Fighter (archer) was the obvious alternative, but you lose the skills (albeit with a trade-off of feats). If you see the character as an urban ranger, though, go ahead. The different combat styles will distinguish them quite well enough; I don't think we'll be in danger of getting the two PCs mixed up.
I've just about got my schedule cleared for the evening so I'll give the completed characters some feedback later tonight.
hp 7 / 38; AC 16; Init +2; 3 Str damage Male Half-elf Ranger 4
I'm based in Brisbane, Australia (GMT +10).
Urban Hunter isn't intrinsic to Braddon, and looking over it I'm tempted to just go straight Ranger.
Apart from Knowledge(geography) being swapped out for Knowledge(local) I see no real difference between Favoured Terrain (Urban) and Favoured Community, and in fact the former seems superior if it covers any urban environment.
Braddon can easily live without the Disable Device pickup too, though someone should certainly have it and I note Sarien doesn't.
So I've ditched Disable Device and Sleight of Hand and I've moved skill points into Bluff and Intimidate. Equipment bought and character updated.
Still not carved in stone.
Male Halfling Inquisitor of Calistria (Heretic archetype)
Braddon Hurst wrote:
I'm based in Brisvegas, Australia (GMT +10).
Fixed that for you :P (Technically I'm Or-stray-an as well, though with a more Sandgroping and Croweating element than that of Bananabending. I've also lived in the land of the kissing cousins and that of the State of Origin losses for ten years running is it?) Trust me it makes sense in context.
Have you considered the Warden archetype Braddon? I know it gives up a lot, but you gain quite a bit in return. Plus there's a way to get favored enemy bonuses back if you take the Horizon Walker PRC
Remind me never again to say I'm expecting a nice, free evening. It's just asking for all kinds of things to pop up. :P
I'm here now, though. Wander, great job justifying the trait. We have both Sarien and Phillip arriving by ship from Magnimar: Do you guys want to have been on the same ship and be at least nodding acquaintances? Up to you whether you'd have shared any of your backstory or not; with both of your investments in Bluff, seems you'd probably be more cautious than to just start spilling how you're wanted men.
I have three arriving by land: Tendal, Daynadrian, and Malkith. Tendal, would you be traveling by caravan or by carriage? Carriage is more expensive and faster, perhaps more suiting the lifestyle to which you have become accustomed, although Auntie Kendra may have thought it would be good for you to rough it a little. Dave, I assume Braddon is going to be arriving by boat, maybe from Corentyn? I have a hard time imagining a lone 1st-level PC setting out on foot from Cheliax, traveling through all of Nidal and a good portion of Varisia, and arriving in Riddleport alive and still first-level.
Hp :26/26; AC 11(15) / 11 tch / 10(14) ff; Fashionable Merchant 4
Oh, certainly by wagon. Auntie Kendra probably felt a few splinters in the behind would give Tendal an attitude adjustment. Tendal would just think that she was being cheap though.
I'm fine with Sarien and Phillip being on the same ship. I also agree that neither of them would be forthcoming about their past. Sarien would share his cover story that he is traveling to Riddleport to begin negotiations for a new contact for his employer (a modestly successful merchant specializing in the acquisition and sale of antiquities).
Male Halfling Inquisitor of Calistria (Heretic archetype)
To Sarien, Phillip would have spun that he was setting out to see the world while he was still young... but Sarien might have o'er heard Phillip giving a variety of of other cover stories to other members of the crew: that he was visiting relatives, sent to work as a scribe, etc. All innocuous and nothing fanciful - but the variance of tale would be suspicious.
Lastly, at some point in the trip Phillip would have used Sin Sense on Sarien to get a read on what sin drives him. Wander - would you be comfortable to committing to which of envy, gluttony, greed, lust, pride, sloth, or wrath most influences Sarien?
Obviously has no mechanical impact and if you're not comfortable stating one then just say so.
Wander - would you be comfortable to committing to which of envy, gluttony, greed, lust, pride, sloth, or wrath most influences Sarien?
At this point, wrath would probably be what most influences Sarien at the time Phillip encounters him on the ship. Which would likely make an interesting counterpoint to the way he keeps talking about the fortune he expects to make in Riddleport.
hp 7 / 38; AC 16; Init +2; 3 Str damage Male Half-elf Ranger 4
Joana. I figure Braddon came by boat from Corentyn, but was originally from Ostenso. Daddy was a military man and took Braddon hunting and was no doubt at sea when Braddon decided to make a name for himself.
Yes indeed Mark- Brisvegas. Dunno how that one slipped by me. Been in the Sunshine State most of my life. :-)
Don't have UC, but checked out Warden in the PRD and I think I'll skip it. Really want the Favoured Enemy vs Humanoids(human). 1d10+6 damage with one hand is sweet, and Braddon is more about the target than the setting. Warden sounds quite intense and requiring of commitment, which Braddon couldn't ever really pull off.
I think Braddon may be Australian too. Aussie, Aussie, Aussie!!! :-D
Male Halfling Inquisitor of Calistria (Heretic archetype)
The real kicker for Warden / Horizon Walker doesn't kick in until level 9 when they get:
Terrain Dominance: At 3rd level, a horizon walker learns total dominance over one terrain he has already selected for terrain mastery. When dealing with creatures native to that terrain, the horizon walker treats his favored terrain bonus for that terrain as a favored enemy bonus (as the ranger class feature) against those creatures.
At that time they should have stacked up a favored terrain (urban) bonus of +8 (+10 with a two level Rogue dip)... but it is a very late payoff and you give up a lot on the way.
Rock on the straight Ranger!
Queensland is the only state in Aus I haven't spent much time in... maybe one day.
Taking a few hours this morning to look over the numbers, as I didn't get to do so last night. Mark, I'm missing spells on your sheet, and it looks like you didn't add in the Child of the Streets bonus to Sleight of Hand; should be +10.
Thanks, Mark; Phil looks good now. Let me know if you decide to keep the secret compartment in your holy symbol or have the extra 5 gp in your pocket. For what it's worth, I understood how you intended to conduct your chosen Profession; I was just being flippant. :)
Male Halfling Inquisitor of Calistria (Heretic archetype)
Given that I've got no valuables to hide in the secret pockets in my scarf or my two dagger hilts... I guess the symbol is overkill. I'll remove that from the loadout and bump up his disposable income to 6.8 gp.
Thanks for checking in, loreweaver; you're next on my list of character sheets to look over, right after lunch. One question I already see: Which of your languages is your tongues curse?