Red Dragon

AGamer70's page

Organized Play Member. 428 posts (4,695 including aliases). No reviews. 1 list. No wishlists. 12 Organized Play characters. 26 aliases.


1 to 50 of 51 << first < prev | 1 | 2 | next > last >>
Dark Archive

1 person marked this as a favorite.
Male Elf Trap Breaker Alchemist 1 HP 6/9| AC 15 T 13 FF 12 | F +3 R +5 W +0 | CMB +0 CMD 13 | Speed 20ft Init +5 Perc +6 Low-light vision
Alchemy:
Bombs 2/5 | Shield, Blend | Dex mutagen
SLA:
comprehend languages, detect magic, detect poison, read magic

I was having issues trying to manipulate the map on my phone so my apologies if I messed something up. My token had been moved but it was too far as I only have 20' move, so I adjusted it.

With more mist blocking his view, Leo hopes that the nearest cultist is going to stay in the pew and he runs down the side aisle towards the back of the cathedral.

Dark Archive

1 person marked this as a favorite.
Male Elf Trap Breaker Alchemist 1 HP 6/9| AC 15 T 13 FF 12 | F +3 R +5 W +0 | CMB +0 CMD 13 | Speed 20ft Init +5 Perc +6 Low-light vision
Alchemy:
Bombs 2/5 | Shield, Blend | Dex mutagen
SLA:
comprehend languages, detect magic, detect poison, read magic

@GM - I fixed my profile on the range for bombs. It's 20'. I must have initially put 10' for a typically thrown flask. Also note that I have the feat "Splash Weapon Mastery" which gives me Far Shot among other things so range penalties are halved.


1 person marked this as a favorite.
Ranger 6 HP 64/64 | AC 17 T 13 FF 14 | F +7 R +8 W +3 | CMB +10 CMD 22 | Speed 20' Init +5 Perc +12 Low-light vision 60'

Hey everyone. I am still alive. My apologies for disappearing. Been overwhelmed by work and home life in general. I've caught up on the posts so it looks like I can join you on the ride back to town.


1 person marked this as a favorite.

Never played 3.5 but would be interested in playing. Looks like I can use an SRD for the rules. Will try to put something together by the deadline.

Str: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Dex: 2d6 + 6 ⇒ (1, 5) + 6 = 12
Con: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Int: 2d6 + 6 ⇒ (5, 5) + 6 = 16
Wis: 2d6 + 6 ⇒ (4, 5) + 6 = 15
Chr: 2d6 + 6 ⇒ (2, 6) + 6 = 14

Hmm, I guess a hardy wizard?


1 person marked this as a favorite.

I was thinking of submitting a cleric but I wouldn't be done until later in the week.


1 person marked this as a favorite.

I'm good. Just waiting for my turn to go.

I'm fine with avoiding a tpk. Those really kill a game ;)


2 people marked this as a favorite.
Ranger 6 HP 64/64 | AC 17 T 13 FF 14 | F +7 R +8 W +3 | CMB +10 CMD 22 | Speed 20' Init +5 Perc +12 Low-light vision 60'

During the trip back to town, Lavanor heard whimpering in the forest near the road. Investigating, he found a wolf caught in a trap. Guessing that the crude trap was of goblin construction, and not wanting the wolf to be captured, he was able to free it. During the remainder of the trip, he noticed the wolf following the group at a distance.

He went with the group to see the sheriff and then the mayor. After leaving each building, the wolf was waiting for him outside. Sitting down for dinner, he offers the creature some food and water which it happily accepts.

The next morning, he heads down for breakfast with the others, his new animal companion in tow.

"Good morning everyone. I'm not sure what the sheriff wants to talk to us about the tunnels. I thought we had explored them all and they were going to seal them up. Maybe something happened while we were gone. Oh, by the way, my friend here decided to stay. I think I'll call him Scout," he says, motioning to the wolf and patting it on its head.


1 person marked this as a favorite.
URogue (Scout) 1 HP 5/10 | AC 17 T 14 FF 13 | F +1 R +6 W +1 | CMB +1 CMD 15 | Speed 30' Init +6 Perc +7 Low-light vision 60' Game inactive

Perception: 1d20 + 7 ⇒ (3) + 7 = 10

Sylvar quietly snuck around the perimeter of the room, careful to stay in the shadows. Reaching the tapestry, he glanced around the room, making sure he hasn't been spotted. Pulling the tapestry aside, he scans the wall for the telltale signs of a secret door. A smile crosses his face as he finds it and he quickly disables the trap. "They will have to do better than that to stop me," he thinks to himself as he opens the door.

There before him on a pedestal in the center of the room was the object of his quest. The blue diamond had to be as big as his fist. It was so close. He approached the pedestal reaching out for the gem.

"Assassins," he hears someone yell in warning from the other room. " He'd been discovered. No matter, he will take care of them just like he did the guards earlier," he thinks to himself.

"Wait a moment, who yelled. I'm alone. That voice sounded a little familiar though, but from where?" Sylvar's eyes open as he quickly sits up, trying to get his bearings.


1 person marked this as a favorite.
URogue (Scout) 1 HP 5/10 | AC 17 T 14 FF 13 | F +1 R +6 W +1 | CMB +1 CMD 15 | Speed 30' Init +6 Perc +7 Low-light vision 60' Game inactive

Having arrived the day prior, Sylvar had already had a chance to acquaint himself with the general layout of the town and some history on what the festival was about. Still, he was a little taken a back by the implications of the ceremony. "Are the orcs so brutal that one would rather take their own life than be captured? I might need to find out more about them before the caravan moves on," he thinks to himself.

Busy daydreaming about how he would fight an orc, it takes him a moment to notice the girl pointing in his direction. He looks back over his shoulder to see who she is pointing at, but doesn't see anyone. He turns back towards her with a confused look on his face. "Me?" he mouths while pointing to himself. When she nods her head in confirmation, he shrugs his shoulders and takes his place at the rope.

Despite the noise of the crowd, he can’t help but notice the large human stumbling towards the group. ”Is that the same guy from The Killin’ Ground last night? Drunk again I see. I don’t know how someone functions like that,” he thinks to himself as the man staggers to the end of the rope. Sylvar does his best to help the group and is pleased to see them win. Even though he doesn’t know anyone, he congratulates his teammates and thanks Rose for the opportunity to participate.

Vigilant Seal

1 person marked this as a favorite.
NG M Human Fighter 1 HP 22/22 | AC 17 (19 w/ shield (20/20)) | F +8 R +6 W +4 | Hero pts 1/3 | Perc +6 | Speed 25'

If I can, I'll move 3 spaces West of my location and then 1 towards the ogre to avoid the yellow rat. If I can't, Ill attack the yellow rat them the ogre if I finish the rat.

With everyone behind him, Gunthar is caught off guard by the sudden attacks of his companions. As the group kills 2 of the rats quickly and severely injures the ogre, he begins to feel confident about their ability to clear the caves easily. His confidence quickly fades when Arun falls to the mighy attack of the ogre.

With the boost of magic from Mmph, he hopes to finish of some of their opponents as he maneuvers around the closest rat so he can attack the ogre.

Attack 1: 1d20 + 9 ⇒ (15) + 9 = 24
Damage (B): 2d8 + 4 ⇒ (6, 2) + 4 = 12

Attack 2: 1d20 + 9 - 5 ⇒ (8) + 9 - 5 = 12
Damage (B): 2d8 + 4 ⇒ (5, 5) + 4 = 14

If my first attack doesn't finish the ogre, or if I kill the yellow rat with the first one before moving up to attack the ogre, I'll use a hero point to reroll 2nd attack

Feeling as if time has slowed down,Gunthar is able to adjust his second swing at the last moment.

Attack 2: 1d20 + 9 - 5 ⇒ (18) + 9 - 5 = 22
Damage (B): 2d8 + 4 ⇒ (3, 3) + 4 = 10

Vigilant Seal

1 person marked this as a favorite.
NG M Human Fighter 1 HP 22/22 | AC 17 (19 w/ shield (20/20)) | F +8 R +6 W +4 | Hero pts 1/3 | Perc +6 | Speed 25'

Gunthar scrunches up his nose at the stench. "Seems like the orcs are going to have their work cut out for them if they want to make this place livable again," he says quietly as they enter the cave.

With his flick mace drawn and shield ready, he nods in agreement to the tunnel to the left. If no one else wants to lead, he moves in that direction, ready for the ogre. Going with Defend

Vigilant Seal

1 person marked this as a favorite.
NG M Human Fighter 1 HP 22/22 | AC 17 (19 w/ shield (20/20)) | F +8 R +6 W +4 | Hero pts 1/3 | Perc +6 | Speed 25'

Still learning the rules here for 2e. The "Aid" action doesn't seem as useful for us at low levels.

1. Identify local wildlife (Survival): 1d20 + 4 ⇒ (20) + 4 = 24
Gunthar stops Arun from touching a plant. "You don't want to do that. You'll be itching for the next week."

3. Mapping the area (Craft): 1d20 + 3 ⇒ (15) + 3 = 18

5. Improving the Ford (Athletics): 1d20 + 7 ⇒ (7) + 7 = 14
"Let me see if I can help with those boulders," he says as he tries to push them around in the water.

6. Finding bridge location (Craft): 1d20 + 3 ⇒ (16) + 3 = 19
"That does look like a good spot for a bridge, Arun."

7. Improvising a bridge (Craft): 1d20 + 3 ⇒ (12) + 3 = 15
"I think the rope will hold if you tie it to this tree, Mmph. We can use my rope to tie a parallel line to it, one for your feet and one to hold on to. It will work for now for people to cross. They'll need a regular bridge to move animals and carts. Who else has rope for when we get to the mountains?"

Vigilant Seal

1 person marked this as a favorite.
NG M Human Fighter 1 HP 22/22 | AC 17 (19 w/ shield (20/20)) | F +8 R +6 W +4 | Hero pts 1/3 | Perc +6 | Speed 25'

Gunthar watches as the remaining birds fly away. "Well done, team. I think we handled that well. It's good to know we can work well together," he says as he sheathes his dagger.

Survival: 1d20 + 4 ⇒ (17) + 4 = 21

He points out the scuff marks on the trees and the footprints in response to Reev's question. "Looks like someone or something was looking for a meal. The birds were probably trying to fend us off expecting us to do the same. Wild animals will often attack larger creatures to protect their homes and young."

"Does anyone need time to rest or should we move on?" he asks.

Acquisitives

1 person marked this as a favorite.
Male Human Ghost Operative 3 | SP 0/21 : HP 22/22 : RP 4/4 | EAC 14 : KAC 15 | F +2 : R +6 : W +3 | Init +9 | Percep +8, Darkvision 60' (IR scanners)

I forgot to add my operative's edge bonus of +1 to my survival roll so should be a 17. Thanks Gemini for the reminder.


1 person marked this as a favorite.
Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Yes, thanks Aeshuura for running these games and for everyone sticking together for them all. It was quite entertaining. I hope we can all play again in the future.

Re: Magic items. I don't remember if I asked this before. I'm kept the wand and I'll keep the cloak which leaves me 1 slot. Can I take the bag now or do you only have the option at the end of the module?


1 person marked this as a favorite.
Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Aw, that would have been so cool!


1 person marked this as a favorite.
Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

"Finish off the guard but the leader could be useful," Zar says as he steps to the side to get a view of the woman. Focusing on her, he casts a spell.

Cast Levitate on woman Con save DC 14. If fail, I raise her up 10' off of the ground.


1 person marked this as a favorite.
Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Sorry for my lack of posting. Didn't realize I hadn't all week. It's been a busy week at work. Trying to figure out how to open the shell.


1 person marked this as a favorite.

I'm looking at a Human Rogue with the Inquisitive archtype. It seemed to mesh well with the adventure. Still working on specifics and a background.


2 people marked this as a favorite.
Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Zar gives Shaldinari a dirty look. "I don't think "lazy" is the word you're looking for. "Physically challenged" maybe, but not lazy. Some of us have to research to learn spells, they just don't come to us out of the blue, or from some pact we've made with another being. I'd like to see you spend an entire day in a library going through tomes," he says in defense of his class.

He then turns his attention to the pools. "It is true that it appears there is no difference in the depth of the pools. However, just like combining the red and yellow to make orange didn't make fire, it made the appearance of fire. In a similar fashion, the deep waters of the ocean look blue yet when you put that same water into a shallow pool, it looks clear. I would surmise that combining the blue and clear would give us the result we are looking for," he says confidently and somewhat arrogantly as if to prove he is still the smartest in the room. He gestures to Shaldinari to suggest she should try the combination since she's currently drinking the first combo.

Edit - ninja'd. Bah! I'm not cancelling this post but ignore the second part since it no longer makes sense. I thought it was pretty good. Apparently just took me too long, lol. That's what I get for going to make lunch.


1 person marked this as a favorite.
Male Human Envoy 1 | SP 6/6 : HP 10/10 : RP 4/4 | EAC 13 : KAC 14 | F +0 : R +4 : W +2 | Init +6 | Percep +4, Normal vision

Sorry to hear about your dog. It's always hard to lose someone or something you care about.


1 person marked this as a favorite.
Male Human Envoy 1 | SP 6/6 : HP 10/10 : RP 4/4 | EAC 13 : KAC 14 | F +0 : R +4 : W +2 | Init +6 | Percep +4, Normal vision

I'll be traveling the 26th to the 30th and will have limited availability. Bot as needed.


1 person marked this as a favorite.
Male Human Envoy 1 | SP 6/6 : HP 10/10 : RP 4/4 | EAC 13 : KAC 14 | F +0 : R +4 : W +2 | Init +6 | Percep +4, Normal vision

The major's answer doesn't seem to quell Jerry's concern of getting his brain sucked out of his head. He goes to his quarters to prepare and get some rest. Looking over his equipment, he seems content as he doesn't have the credits to buy anything else to help him with the cold. He gives himself enough time to have a warm meal before meeting the others for the hike to their patrol area.

During the long hike, Jerry alternates between asking everyone where they are from and mentally reviewing his training on combat tactics.

"I grew up on Alappu Minor. Was boring until the invasion. While I always wanted some excitement around, I can't help but think of all the people who have died. If we get into a skirmish, I'll keep my distance and try to shoot the bugs with my rifle here. That, and I can point out targets for us to focus on. Other than on the range, I've never used it. The only thing I'm used to pointing and shooting is a camera," he says with a slight chuckle, trying to lighten the mood.

Survival: 1d20 + 4 ⇒ (1) + 4 = 5


1 person marked this as a favorite.

Just checking in. Thanks for the invite. I think this will be a fun game. I'll get an alias soon. I just need to finalize my fears and get equipment.

Fyi - weekends can get busy for me with family activities so I'm limited on posting as it's usually by mobile.


2 people marked this as a favorite.

To summarize so far:

Name: Jerry Rivera
Race: Human
Theme: Icon
Class: Envoy
Starship Role: As an Envoy, his natural role would be as Captain, which he would take reluctantly at first. I also have skill in Engineering and Computers if needed.

Background: Jerry was born and raised on Alappu Minor. However, he finds it boring so spends much of his free time watching the news. He feels that he is missing out on all the exciting things going on. He sees himself as a wanna-be investigative reporter. Has a blog or podcast (or whatever they would be called) but nothing exciting happens so it's not very popular. When the invasion happens he sees it as his chance to make a name for himself. He tries to get some footage of the fighting but can't get close enough as everyone continues retreating. Once the civilians are evacuated to Alappu Major, he decides his best shot is to join the 5th.

Psychological Assessment: He is a natural leader but lacks confidence due to his limited experience and limited success in his previous endeavors. He is willing to learn and should grow to fulfill his potential abilities. He has a tendency to be careless to get what he wants for a story/picture/video, which could be a liability in battle. Hopefully he will learn to balance his desire to succeed as a journalist with his need for self-survival and to avoid putting his companions in harms way.


1 person marked this as a favorite.

He'll be an Icon. Sees himself as a wanna-be investigative reporter. Has a blog or podcast (or whatever they would be called) but nothing exciting happens so it's not very popular. He's from Alappu Minor so when the invasion happens he sees it as his chance to make a name for himself. From an RP perspective, I was envisioning he has some kind of mini camera drone to film himself. I don't know that I want to spend 275 credits to buy an actual video camera. He tries to get some footage of the fighting but can't get close enough as everyone continues retreating. Once the civilians are evacuated to Alappu Major, he decides his best shot is to join the 5th.


1 person marked this as a favorite.
Wizard 4 HP 16/26 | AC 12 | Speed 30ft Init +2 Perc +3 normal vision
Spells:
Wand of MM 3/7 | 1st: 4/4 | 2nd: 1/3

Was Zar smart enough to think of buying that? Seeing that the Mother Protector mentioned that Thar is cold, it would seem reasonable that he would want appropriate clothing (DC10)

Int: 1d20 + 5 ⇒ (7) + 5 = 12

Fortunately, Zar's ears at hearing that information are better his player's eyes in reading it. I'll say he bought the cold weather clothing before leaving. (-4 gp)

Acquisitives

1 person marked this as a favorite.
Male Human Ghost Operative 3 | SP 0/21 : HP 22/22 : RP 4/4 | EAC 14 : KAC 15 | F +2 : R +6 : W +3 | Init +9 | Percep +8, Darkvision 60' (IR scanners)

Max smiles in admiration when he notices they are being moved in secret. He watches the crew as closely as he can while they are boarding, trying to pick up any tips on moving people. He had always preferred moving goods. They usually didn't make noise or have heat signatures so he felt it was easier.

Once on Eox, he takes a seat at the table, looking around the room at the assembled team. As the ads are shown on the screen, Max frowns and shakes his head in disbelief. "Wow, some people will do anything for ratings. I'm surprised they didn't try to tell us the Scoured Stars didn't happen. It amazes me that some people will believe anything they hear," he says to no one in particular.

When Zo! says they are going to go on a game show, Max laughs like it was a joke. His smile quickly fades when he realizes they are serious. As a smuggler, he has always tried to keep a low-profile so he didn't draw too much attention to himself. Having people recognize him may work against that. "Although, I wonder if some fame might bring more business," he wonders to himself.

"So what does this entail? What are the rules?" he asks resigned to the fact that he was going to have to go through with this.


1 person marked this as a favorite.

Wow, that took longer than I expected. I still have to finalize a few things as far as background but I think I have enough down to start.

Name: Aaron Richards (Agamer70)
Character Name: Zar Orbmark
Character Class and Level: Wizard 1
Character Declarations: likes to shoot things from afar

Acquisitives

1 person marked this as a favorite.
Male Human Ghost Operative 3 | SP 0/21 : HP 22/22 : RP 4/4 | EAC 14 : KAC 15 | F +2 : R +6 : W +3 | Init +9 | Percep +8, Darkvision 60' (IR scanners)

Seeing Kallus look through his pack, Max offers to let him borrow his flashlight. "I highly recommend the armor upgrade. If anything, it keeps your hands free for other things. I took Ray's recommendation and used some of my credits from our last mission," he says with a nod and smile towards Ray.

"I think it will be easiest to see if the ship's systems are operational enough to power the lights back on. We might be able to connect the ships together, given enough time and the right equipment, but I'd rather not spend that much time trying. Who knows how long we have until that storm hits. As far as where to look for engineering, your guess is as good as mine so lead the way and I'll follow," he says in response to Kallus.

Acquisitives

1 person marked this as a favorite.
Male Human Ghost Operative 3 | SP 0/21 : HP 22/22 : RP 4/4 | EAC 14 : KAC 15 | F +2 : R +6 : W +3 | Init +9 | Percep +8, Darkvision 60' (IR scanners)

As Ray suggested in the last game and since I'm the engineer, I'm going to buy a fire extinguisher before we leave.


1 person marked this as a favorite.
Caelryl Elf Ranger 4 | HP 28/54 | AC 20 TAC 17| F +5 R +7 W +6 | Perc +7, Low-light vision 60', Hearing 60' | Speed 30'

Zig - congrats on graduating college

Looks like it will take us 5 days to walk there or 3 if we ride, but I don't think we can afford to buy ponies or horses. Make sure we all have food. I can forage for myself and maybe one other with a critical success.

Acquisitives

1 person marked this as a favorite.
Male Human Ghost Operative 3 | SP 0/21 : HP 22/22 : RP 4/4 | EAC 14 : KAC 15 | F +2 : R +6 : W +3 | Init +9 | Percep +8, Darkvision 60' (IR scanners)

Used to piloting himself, he shrugs and lets Val take the controls figuring he could get some extra sleep. Occasionally he discusses piloting tactics with her to pass the time. Once they arrive, he gathers his gear and steps outside.

"Sounds like a plan and not a bad idea to pair up," he says. Listening to where everyone wants to go, he figures he will start at the port with Zybrie since she knows the planet better than he does.

Culture: 1d20 + 6 ⇒ (3) + 6 = 9

ouch. 4 out of 5 rolls at 5 or under.

Acquisitives

1 person marked this as a favorite.
Male Human Ghost Operative 3 | SP 0/21 : HP 22/22 : RP 4/4 | EAC 14 : KAC 15 | F +2 : R +6 : W +3 | Init +9 | Percep +8, Darkvision 60' (IR scanners)

Thanks for the advice. After spending more time reading that section of the rulebook, I went with some general world languages.


1 person marked this as a favorite.
Caelryl Elf Ranger 4 | HP 28/54 | AC 20 TAC 17| F +5 R +7 W +6 | Perc +7, Low-light vision 60', Hearing 60' | Speed 30'

"Need something to wash those bugs down, Fumbus?" Caelryl says jokingly. "Be careful getting too close to the pool. Anything could be hiding in that black water," he says while waiting to see if anyone know what this room is for.

The Exchange

1 person marked this as a favorite.
URogue (Scout) 1 / Magus 1 HP 16/16 | AC 16 T 14 FF 12 | F +3 R +6 W +3 | CMB +3 CMD 15 | Speed 30' Init +6 Perc +8 Low-light vision 60'
Spells:
Shield, Vanish

Level 2: Magus
BAB +0 | F +2 | R +0 | W +2 | HP 5+1
Skills: Know (arcana), Spellcraft, Perception, UMD
Arcane pool 3/3
Spells: Blend, Color Spray, Grease, Shield, Vanish
Replace: Short sword (10), Longspear (5), Dagger (2)
Purchase: Mwk Elven Curve blade (380), Mwk Elven Branched spear (320), Silver Dagger (22), Mwk thieves’ tools (100), Wand of CLW (300) [from sheet(20 charges)], Potion of CLW (50), 2 Holy Water (50), Alchemists Fire (20), Scroll of True Strike (25)

I still need to update my character sheet. Should have 146gp remaining from what we gained. Let me know if I missed something.

The Exchange

1 person marked this as a favorite.
URogue (Scout) 1 / Magus 1 HP 16/16 | AC 16 T 14 FF 12 | F +3 R +6 W +3 | CMB +3 CMD 15 | Speed 30' Init +6 Perc +8 Low-light vision 60'
Spells:
Shield, Vanish

Working on leveling my character. I'll also buy the land and wand of CLW.

Antikas - you can pay 300 gp to buy the wand on the sheet with 20 charges or 750 gp to buy a new wand with 50 charges. In PFS, you can also use 2 prestige points (instead of your gold) to buy any item up to 750 gp in value. See the "Guide to Pathfinder Society Organized Play" for a list of what you can use prestige points for.

Liberty's Edge

1 person marked this as a favorite.
Human Fighter 5 HP 56/56 | AC 26 T 13 FF 24 | F +8 R +4 W +2 | CMB +9 CMD 21 | Speed 20ft Init +8 Perc +3

Rd 4 action - since I'll just be moving more as I will be in rd 5 too. Marcus might finish them all off before I can get there

Dekion continues to hustle down the path, smiling at Arbiscar's comment. "This armor makes it difficult to get anywhere fast but I wouldn't give up the protection it provides."

Liberty's Edge

1 person marked this as a favorite.
Human Fighter 5 HP 56/56 | AC 26 T 13 FF 24 | F +8 R +4 W +2 | CMB +9 CMD 21 | Speed 20ft Init +8 Perc +3

As Dekion prepares for the undead, he looks confused when Arbiscar walks past him. "Hey dwarf, I'm back here. Looks like you need to brush up on your tactics," he says somewhat irritated that his plan didn't work.


1 person marked this as a favorite.
Lg Half-Ogre Fighter 3 HP 34/34 | AC 17 T 11 FF 15 | F +7 R +4 W +5 | CMB +8 CMD 19 | Speed 30ft Init +4 Perc +4 Darkvision 60'

Fezzik looks around the place in awe. "Imagine what place was like when active. Can see why fought to shut it down. Guess our turn now."

He considers their options for continuing lower. "Guess it depends on if want them to know we're here. Main stairway probably guarded better. But remember, evil cleric at moat house tough. His boss probably below. Stay focused and don't be stupid." he says, stopping suddenly to glance around as if someone else spoke those words. He reaches up to touch his magical headband, raising his eyebrows in surprise.

Liberty's Edge

1 person marked this as a favorite.
Human Fighter 5 HP 56/56 | AC 26 T 13 FF 24 | F +8 R +4 W +2 | CMB +9 CMD 21 | Speed 20ft Init +8 Perc +3

post was eaten earlier, so simplified version ...

Dekion moves up behind the dwarf and readies an attack should someone be dumb enough to get near him.

Readied attack: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
Damage: 1d8 + 6 + 1 ⇒ (2) + 6 + 1 = 9

Liberty's Edge

1 person marked this as a favorite.
Human Fighter 5 HP 56/56 | AC 26 T 13 FF 24 | F +8 R +4 W +2 | CMB +9 CMD 21 | Speed 20ft Init +8 Perc +3

As the group spreads out to try to obtain the necessary tokens, Dekion tries to figure out how he can help. He decides to approach Kardook.

Dekion grins back at the orc with a little laugh. "I guess it depends on what you had in mind. Based on that smile, I'm assuming it won't be a beauty contest. Maybe some arm wrestling?" he says as he looks at the group waiting for a response.

CMB: 1d20 + 8 ⇒ (14) + 8 = 22

Liberty's Edge

1 person marked this as a favorite.
Human Fighter 5 HP 56/56 | AC 26 T 13 FF 24 | F +8 R +4 W +2 | CMB +9 CMD 21 | Speed 20ft Init +8 Perc +3

Dekion gathers his equipment and follows the group to the museum. He nods in agreement to the ranger's and warpriest's comments. "Same here. Let's start at the bottom and work our way up. Hopefully, some of the others in our group are more magically inclined than we are." He draws his sword, raises his shield, and follows the dwarf in.

Liberty's Edge

1 person marked this as a favorite.
Human Fighter 5 HP 56/56 | AC 26 T 13 FF 24 | F +8 R +4 W +2 | CMB +9 CMD 21 | Speed 20ft Init +8 Perc +3

A fighter in full plate armor comes up to the table. He glances around at everyone, his gaze lingering a bit longer at the "elf-dog-lizard" and the colorful halfling and her "pet". "What the ...?

"Is this table 18?" he asks as he glances down at a piece of paper in his hand and then at some of the nearby tables. The tone of his voice seems to indicate that he's hoping he's at the wrong table. When it's confirmed that he's at the right table, he looks around to see what seats are still open. "Alright then," he says, his voice trailing off. Noticing the armored dwarf, he takes a seat next to him. "Maybe I’ll have something in common with him. Not so sure about the others.”

”How is everyone today? I’m Dekion. Sorry I’m running late. After my class on some of the current events, I saw the obstacle course and couldn’t pass up the chance at giving it a try. Unfortunately, getting out of and back into this armor by myself is difficult. It seems most everyone was in a hurry to get to the bar,” he says, a tinge of nervousness in his voice.

He sits and listens to what the others have to say as he tries to catch up on the conversation.

Know (local): 1d20 + 3 ⇒ (19) + 3 = 22

"Huh, you know, some of that was discussed in the lecture I sat in on today. Well, I'll be. I guess it does pay to try to learn something other than how to handle a weapon," he says with a grin.


1 person marked this as a favorite.
Lg Half-Ogre Fighter 3 HP 34/34 | AC 17 T 11 FF 15 | F +7 R +4 W +5 | CMB +8 CMD 19 | Speed 30ft Init +4 Perc +4 Darkvision 60'
Kyrie, the Remorseless wrote:
... firing a supporting bolt under Fezzik's legs into the enemy's lines.

Fezzik's eyes get wide with fear as a bolt of energy flies between his legs. "Watch what doing! Don't hit what don't want to," he says with a tinge of panic in his voice.

Be careful of little Fezzik! ;)


1 person marked this as a favorite.
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13

Zurzal considers his options as they make their way out of the underground lab. Feeling he has missed an opportunity to strengthen his position in the Consortium, he starts back the way they came in. When the group starts up a ladder, he separates from them and continues towards the secret entrance in the manor. "I'll catch up with you later. I need to do something before we leave," he says as he continues down the hallway.


1 person marked this as a favorite.
Zurnzal: Half-orc Brawler/Assassin 6/2 | HP 65/72 | AC 19 T 14 FF 16 | F +9 R +10 W +7 | CMB +12 CMD 26 | Speed 30' Init +2 Perc +13

Sorry I've been absent so long. Thing got a bit crazy. I'm trying to figure out where things are at in the game.

Liberty's Edge

1 person marked this as a favorite.
Human Fighter 5 HP 56/56 | AC 26 T 13 FF 24 | F +8 R +4 W +2 | CMB +9 CMD 21 | Speed 20ft Init +8 Perc +3

Level up:
+1 to Str
+10 hp (6 + 3 con + 1 fcb)
Feat: Weapon Specialization (Long sword)
Skills: Perception, Swim

Purchases:
MW long sword -315
Potion (Magic Weapon) -50
Potion (CLW) -50
Flask of Holy Water -25

Sales:
Long sword +7.5

Net change: -432.5 gp

Let me know if I missed anything


1 person marked this as a favorite.
Lg Half-Ogre Fighter 3 HP 34/34 | AC 17 T 11 FF 15 | F +7 R +4 W +5 | CMB +8 CMD 19 | Speed 30ft Init +4 Perc +4 Darkvision 60'

I'm not sure where we are at with things. I imagine Fezzik can't enter the room with the bar in the way. When I am able ...

Disappointed that the bar still blocks his way, Fezzik tries again to remove it.

Break bar: 1d20 + 4 + 4 + 2 ⇒ (9) + 4 + 4 + 2 = 19 lol

"Me too big to get by bar. I stay out here," he says with a frown.


1 person marked this as a favorite.
Dwarf Warpriest 7 | HP 54/54 | AC 22 T 14 FF 18 | F+8 R+7 W+9 | CMB+6 CMD 20 | Speed 20ft Init +4 Perc +10
Spells:
Powers:
Blessings (6/6), Fervor (6/6), Sacred Weapon (7/7), Sacred Armor (7/7)

Evandrial - sorry to hear about your loss. I know it is a difficult thing to deal with. My prayers are with you and your wife.

Robert - sorry to see you go. It's been a pleasure gaming with you. Hopefully you will not be gone too long from the boards. Good luck.

Full Name

Leng the Wanderer

Classes/Levels

INACTIVE - GAME DIED

Size

Medium

Age

22

Special Abilities

Perfect Strike 5/day

Alignment

Lawful Good

Location

Belhaim

Languages

Common (Taldane); Draconic

Occupation

Itinerant, vagabond

Homepage URL

Picture

Strength 16
Dexterity 16
Constitution 14
Intelligence 10
Wisdom 15
Charisma 10

About Leng the Wanderer

Leng the Wanderer
Male human monk (wanderer, weapon adept) 5
LG medium humanoid (human)
Init +3; Senses Perception +10

--------------------
Defense
--------------------

AC 17, touch 17, flat-footed 13 (+3 Dex, +2 Wis, +1 feat, +1 monk bonus)
HP 43 (5d8, +10 Con, +5 favored class)
Fort +7 (+5 base, +2 Con), Ref +8 (+5 base, +3 Dex), Will +7 (+5 base, +2 Wis)

--------------------
Offense
--------------------

Speed 40 ft.
Melee Unarmed strike +6 (1d8+3/x2)
Melee Flurry: Unarmed strike +5/+5 (1d8+3/x2) x2
Melee +1 flame tongue kusarigama +8 (S: 1d3+5+1d6 fire, B: 1d6+5+1d6 fire, x2; reach)
Melee Flurry: +1 flame tongue kusarigama +7/+7 (S: 1d3+5+1d6 fire, B: 1d6+5+1d6 fire, x2; reach) x2

--------------------
Statistics
--------------------

Str 16, Dex 16, Con 14, Int 10, Wis 15, Cha 10
Base Atk +3; CMB +8; CMD 24
Languages: Common (Taldane); Draconic

--------------------
Feats
--------------------

Level 1
Combat Reflexes: You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.

Human
Dodge: Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Monk 1
Improved Unarmed Strike: You are skilled at fighting while unarmed.
Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.

Wanderer 1
Exotic Weapon Proficiency (Combat): Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Prerequisite: Base attack bonus +1.
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.
Chosen weapon: Kusarigama

Weapon Adept 1
Perfect Strike: When wielding a monk weapon, your attacks can be extremely precise.
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You must use one of the following weapons to make the attack: kama, nunchaku, quarterstaff, sai, and siangham. You can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round.
Special: A weapon master monk or zen archer monk receives Perfect Strike as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a perfect strike attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

Monk 2
Improved Grapple (Combat): You are skilled at grappling opponents.
Prerequisite: Dex 13, Improved Unarmed Strike.
Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Normal: You provoke an attack of opportunity when performing a grapple combat maneuver.

Weapon Adept 2
Weapon Focus (Combat): Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Chosen weapon: Kusarigama

Level 3
Ascetic Style (Combat, Style): You blend arms and martial arts, using weapons with the same ease as unarmed strikes.
Prerequisite(s): Weapon Focus with the chosen melee weapon; base attack bonus +1 or monk level 1st.
Benefit(s): Choose one weapon from the monk fighter weapon group. While using this style and wielding the chosen weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as effects that augment an unarmed strike, as if attacks with the weapon were unarmed attacks.
Special: A 5th-level monk or character with the weapon training (monk) class feature can use Ascetic Style with any monk weapon, in addition to the chosen melee weapon.

Wanderer 3
Endurance: Harsh conditions or long exertions do not easily tire you.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

Level 5
Ascetic Form (Combat, Style): You have mastered the ability to blend the use of arms with martial arts.
Prerequisite(s): Ascetic Style; Weapon Focus with the chosen melee weapon; base attack bonus +5 or monk level 5th.
Benefit(s): You can use the chosen melee weapon with any class ability that can be used with an unarmed strike, such as an unchained monk’s style strike ability. In addition, you are treated as a monk with a level equal to your character level for the purpose of determining the number of times per day that you can use feats with uses per day that depend upon your monk level, such as the Stunning Fist or Perfect Strike feats.

--------------------
Traits
--------------------

Hardly a Fool (Social): You have always been able to ferret out lies and deception. Maybe you worked as an investigator for a time, you came from a place rife with lies, or you've studied the human condition long enough to read a person's face and get to the heart of his message.
Benefit(s): You gain a +1 trait bonus on Sense Motive checks and a +1 trait bonus on saving throws against illusion effects.

Martial Manuscript (Faith): You either carry or have memorized a sacred text from your school, temple, or monastery, and its wisdom gives you insight that makes your attacks more devastating.
Benefit: You gain a +2 trait bonus on rolls to confirm critical hits when you're using an unarmed strike or monk weapon.

--------------------
Adventuring Skills
--------------------

Total skill ranks: 25/10 (20 monk, +5 human; 10 background)

Acrobatics +11 (5 ranks, +3 Dex, +3 class skill)
Knowledge (religion) +8 (5 ranks, +3 class skill)
Perception +10 (5 ranks, +2 Wis, +3 class skill)
Sense Motive +11 (5 ranks, +2 Wis, +3 class skill, +1 trait)
Survival +10 (5 ranks, +2 Wis, +3 class skill)

--------------------
Background Skills
--------------------

Craft (weaponsmith) +8 (5 ranks, +3 class skill)
Knowledge (geography) +8 (5 ranks, +3 class skill)

--------------------
Untrained Skills
--------------------

Bluff +0
Climb +3 (+3 Str)
Diplomacy +0
Intimidate +0
Stealth +3 (+3 Dex)
Swim +3 (+3 Str)

--------------------
Gear
--------------------

Total starting wealth: 35 gp

Traveler's outfit (free)
+1 flame tongue kusarigama (12 gp, 3 lbs.)
Backpack (2 gp, 2 lbs.)
[
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
• Canteen (1 gp, ½ lb.)
• Grooming kit (1 gp, 2 lbs.)
• Poncho (5 sp, 2 lbs.)
• 117 gp, 9 sp
]

--------------------
Special Abilities
--------------------

Human

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Monk (wanderer, weapon adept) 5

Weapon Proficiency: Monks are proficient with the brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword.

Armor and Shield Proficiency: Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

Class Skills: The wanderer adds Diplomacy, Knowledge (geography), Knowledge (local), Linguistics, and Survival to his list of class skills.

AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Far Traveler: At 1st level, the wanderer gains either one additional language known or proficiency in one exotic or martial weapon. At 4th level and every four levels thereafter, the wanderer may gain an additional language known or may retrain her weapon proficiency from this ability to a different exotic or martial weapon.
This ability replaces the bonus feat gained at 1st level.
Chosen Bonus: Exotic Weapon Proficiency: Kusarigama
Level 4 Bonus: Language: Draconic

Flurry of Blows (Ex): Starting at 1st level, a monk can make a flurry of blows as a full-attack action.
When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).
For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Perfect Strike: At 1st level, a weapon adept gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. At 10th level, the monk can roll his attack roll three times and take the higher result. If one of these rolls is a critical threat, he can choose which one of his other two rolls to use as his confirmation roll.
This ability replaces stunning fist.

Unarmed Strike (Ex): At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk.

Way of the Weapon Master (Ex): At 2nd level, a weapon adept gains Weapon Focus as a bonus feat with one of his monk weapons. At 6th level, the monk gains Weapon Specialization with the same weapon as a bonus feat, even if he does not meet the prerequisites.
This ability replaces evasion.

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Long Walk (Ex): At 3rd level, the wanderer gains Endurance as a bonus feat, and the feat bonus doubles when he makes Constitution checks because of a forced march. In addition, a wanderer gains a +2 bonus on saving throws against spells and effects that cause exhaustion and fatigue.
This ability replaces still mind.

Ki Pool (Su): At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.
By spending 1 point from his ki pool, a monk can do one of the following:
• Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
• Increase his speed by 20 feet for 1 round, or
• Give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Light Step (Su): At 5th level, a wanderer leaves no trail and cannot be tracked, though he can leave a trail if desired. By spending 1 point from his ki pool, he can use ant haul, feather step, pass without trace, or tireless pursuit as a spell-like ability (with a caster level equal to his monk level).
This ability replaces slow fall.

Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

--------------------
Backstory
--------------------

Description: Leng is a very nondescript man. With sandy blond hair, a long nose, and a wiry, lean frame of average height, he would blend in easily with any number of day laborers or young farm workers. Sometimes he even makes his living that way. He has rough hands and a humble demeanor. He favors wearing a wide-brimmed hat and loose, baggy breeches, tunic, and sandals.

Hair: Sandy blond
Eyes: Brown
Height: 5' 9"
Weight: 169 lbs.
Age: 22

Background: Like many monks, Leng was an orphan, raised in a monastery. He does not know if his parents were killed in a rebellion, starving in a famine, dead of plague, or simply unwilling to raise a child. Occasionally he makes up stories about them in order to make a roundabout point via fiction, always with a hint of amusement.
Trained in the body arts favored by students of Irori, he had a knack for the use of obscure weapons and little sense of any sort of "home." After he completed his initial training he took to wandering from place to place, never staying in one town more than a few months (sometimes only a few days) before hitting the road again.
Along the way he's had the occasional tussle with goblins or bandits, and he has met a few like-minded travelers -- Varisian caravaneers, mostly -- with whom he sometimes travels.

Personality Traits: Leng typically speaks only in short, clipped sentences when responding to people, but every once in a while he gets up a head of steam and starts relating an aphorism, proverb, or story -- usually to get some point across. He is very easygoing and seems to have blunted affect; he rarely shows much emotion and doesn't seem to do much to relate to others or to make friends. He is strongly loyal to those few people he does befriend, though, and he places a great value on life. Unlike many orphans, he does not wonder about his parentage. He reasons that he never knew his parents, so this frees him to go about his life however he likes, without any preconceptions. He thus took to a life of travel, as he has no home and he enjoys meeting new people and seeing new places.