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Organized Play Member. 344 posts (730 including aliases). No reviews. 1 list. 1 wishlist. 2 Organized Play characters. 8 aliases.


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Yes sorry. Post tonight. No books at work. I hate being sick.


Matsudaira punches (kicks?) the nearest creature, which turns out to be an oversized rat.

No Peeking!:

Round 1 Initiative:
Matsudaira 21
*Alassa 20
Creatures 20 (#1@5,#3@5)
*Gilen 15
Viviana 6
Malph 5

Alassa:
It's your turn, but I believe you're still upstairs, having just finished searching an office. You have heard faint sounds of what could be a scuffle but could just as easily be another phantom sound like those you've been hearing off and on almost since you arrived. Knowing that at least some of your companions have gone down to a lower level, what would you like to do? I will allow you enough movement to join them downstairs this round if you want, even though it's far longer than your normal speed allotment.

Gilen:
You don't act yet, but I believe you're still upstairs. If you'd like to join your companions downstairs, you may, but it will take the entire round. Or you can stay upstairs and continue investigating. Your choice.

If you've had a turn or are downstairs, you may look:

One rat runs up to Viviana and tries to bite her. The other runs at Matsudaira and snaps angrily at him.
Rat 1: 1d20 + 1 ⇒ (20) + 1 = 211d4 ⇒ 3 Rat 2: 1d20 + 1 ⇒ (6) + 1 = 71d4 ⇒ 4
Viviana Fort DC 11: 1d20 + 1 ⇒ (17) + 1 = 18


:P Liselle wouldn't be the first crazy to talk to beings no one else can see. Some of those beings actually exist, too! Insects, hedgehogs, bats - plenty of small creatures that can be hidden in a master's clothing so everyone else thinks the master's crazy ... until "everyone else" has encountered enough such "crazies", anyway...


Oops, I might have forgotten about lighting. Doesn't Matsudaira have the sunrod with him? That would change the descriptions of what you find...

@Matsudaira - If you have a light source (or left it glowing up by the opening), you should be able to take a proper Action. I think Viviana's spell took at least a Move Action, leaving her out of Actions for the surprise round (but correct me if I'm wrong), so as long as you aren't using a Martial Maneuver (such as those from 3.5's Tome of Battle) that takes a Move Action or longer to achieve, you should be able to do something more than just drop into a combat-ready stance. Unless that's all you really want to do.


It's important to me that you only look at the spoilers with your name on them for this post. But I can't really stop you from peeking, now can I?

DM Stuff:

Matsudaira Perception: 1d20 + 6 ⇒ (8) + 6 = 14
Viviana Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Malph Perception: 1d20 + 2 ⇒ (19) + 2 = 21
Creatures' Perception: 1d20 + 4 ⇒ (1) + 4 = 51d20 + 4 ⇒ (3) + 4 = 71d20 + 4 ⇒ (2) + 4 = 6
Alassa Perception: 1d20 + 1 ⇒ (10) + 1 = 11
Gilen Perception: 1d20 + 0 ⇒ (3) + 0 = 3

Matsudaira Init: 1d20 + 1 ⇒ (20) + 1 = 21
Viviana Init: 1d20 + 1 ⇒ (5) + 1 = 6
Malph Init: 1d20 + 2 ⇒ (3) + 2 = 5
Creatures' Init: 1d20 + 3 ⇒ (17) + 3 = 20
Alassa Init: 1d20 + 3 ⇒ (17) + 3 = 20
Gilen Init: 1d20 + 2 ⇒ (13) + 2 = 15

Viviana, Malph, Matsudaira:

Surprise Round Initiative:
Viviana 24
Malph 21
Matsudaira 14
Creatures 6

Alerted by the soft skittering of tiny claws, the three who've descended through the trapdoor prepare to battle whatever is down there with them.

Party Up!

You'll all see it eventually, so please don't look yet:

Round 1 Initiative:
Matsudaira 21
*Alassa 20
Creatures 20
*Gilen 15
Viviana 6
Malph 5

Having heard muffled sounds of what may have been combat, the remaining two party members now have a chance to react.

Party Up!


Thug 2 on Liselle: 1d20 - 1 - 1 ⇒ (18) - 1 - 1 = 16
Thug 3 on Liselle: 1d20 - 1 - 1 ⇒ (15) - 1 - 1 = 13

As the thugs decline to chase Renvil out of the square, the two who'd been targeting Chak switch to the young woman who has denied them their target, pummeling her 4 non-lethal damage to Liselle.

Init Order:

Chak: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
Renvil: 1d20 + 2 + 4 ⇒ (12) + 2 + 4 = 18+
Liselle: 18
Chelish Citizens: 1d20 ⇒ 18-
Nox: 1d20 ⇒ 8
Dottari: 1d20 + 1 ⇒ (4) + 1 = 5

If you all three choose simply to Withdraw until you are out of combat, then we can continue to the next scene. Otherwise, we'll stay in Combat Time - acting in order of initiative, in 6-second rounds - until combat concludes some other way. Up to you.

Party Up!


mmmm, let's hold off on that for now...I'll see if I can work in some kind of flashback scenario so you can tell us why you were there and how you managed to be in exactly the right place at exactly the right time to help out.

Also, could you add to your profile exactly what is in a Witch's Kit? I know I can look it up, but it'd be most helpful if you put it in your profile, where it's easy to find. Thanks, and welcome to the game!


Not quite what I had in mind for introducing your character, but that's what I get for neglecting the boards for more than a couple of hours. That works just fine - I can definitely run with that. It's a good post. I'm at work right now, but I'll get a response up tonight or tomorrow.


@Chak - are you just going to eat the AoOs as you back away, or would you rather just Withdraw, a full-round action which lets you move up to twice your speed without provoking attacks of opportunity (at least from those currently in melee with you, anyway)?


Oops, you're right. It's only 6 damage to you, but it still hits you. Sorry, I forgot about that.


Moving would provoke unless you Disengage (I think it's Withdraw in PF...), which I believe takes a standard action.

Thug 1 on Renvil: 1d20 - 1 - 1 ⇒ (7) - 1 - 1 = 51d6 + 2 - 1 ⇒ (3) + 2 - 1 = 4
Thug 2 on Chak: 1d20 - 1 - 1 ⇒ (4) - 1 - 1 = 21d6 + 2 - 1 ⇒ (4) + 2 - 1 = 5
Thug 3 on Chak: 1d20 - 1 - 1 ⇒ (16) - 1 - 1 = 141d6 + 2 - 1 ⇒ (3) + 2 - 1 = 4
Thug 4 on Renvil: 1d20 - 1 - 1 ⇒ (20) - 1 - 1 = 181d6 + 2 - 1 ⇒ (5) + 2 - 1 = 6

The thugs harassing Chak continue to swing at him, but are unable to land a hit - the Tengu is more agile than their usual victims.

One of the thugs on Renvil manages to land a lucky blow - that's going to leave a nasty bruise. 6 non-lethal damage for Renvil... The other seems to be having trouble getting his weapon to go where he wants it.

Init Order:

Chak: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
Renvil: 1d20 + 2 + 4 ⇒ (12) + 2 + 4 = 18
Chelish Citizens: 1d20 ⇒ 18
Nox: 1d20 ⇒ 8
Dottari: 1d20 + 1 ⇒ (4) + 1 = 5

Round 3: Party Up!


Malph:
As you open the trapdoor, you get a whiff of an unpleasant odor. Around you, several objects begin rattling in place and one of the walls starts to bleed. You hear the faint patter of little feet and an eerie, high-pitched laugh. There is a 15-foot drop into the darkness; with a little effort DC 10 Acrobaics you can probably manage to land on your feet without hurting yourself.

By the time everyone else gets to the trapdoor I'm assuming you all head over there, having heard Malph calling; or perhaps someone saw the newly-enlarged hole in the far wall, Malph has disappeared into the darkness.


@Chak Both. Chelish Citizens' Group is a "law-enforcing" agency, much like a small village might have a local militia, but made up of bullies and thugs who enjoy getting away with beating people up in the name of the law.

Thug 1 on Renvil: 1d20 - 1 ⇒ (5) - 1 = 41d6 + 2 ⇒ (1) + 2 = 3 non-lethal
Thug 2 on Chak: 1d20 - 1 ⇒ (10) - 1 = 91d6 + 2 ⇒ (1) + 2 = 3 non-lethal
Thug 3 on Chak: 1d20 - 1 ⇒ (18) - 1 = 171d6 + 2 ⇒ (2) + 2 = 4 non-lethal
Thug 4 on Renvil: 1d20 - 1 ⇒ (10) - 1 = 91d6 + 2 ⇒ (2) + 2 = 4 non-lethal

The thugs advance on you (2 on Chak, 2 on Renvil), maces at the ready. Based on their comrades' behavior towards others in the crowd, it's pretty clear that they're trying to subdue rather than kill. Chak, take 4 non-lethal damage. Renvil, looks like they missed you.

Perception DC 15:
Someone near the front of the crowd throws a knife at Nox, drawing blood as is sails past her shoulder. Snarling, she disappears inside the opera house.

Perception DC 10:
The dottari guards who have entered the crowd are indiscriminately subduing anyone who looks like they might offer resistance, regardless of whether that resistance appears or not.

Because of the crowd, the entire square is currently considered "difficult terrain", costing two squares of movement for every one square traveled.

Init Order:

Chak: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
Renvil: 1d20 + 2 + 4 ⇒ (12) + 2 + 4 = 18
Chelish Citizens: 1d20 ⇒ 18
Nox: 1d20 ⇒ 8
Dottari: 1d20 + 1 ⇒ (4) + 1 = 5

Party up!


Going back over all my active characters and trying to add up XP - Does anyone know how much we've earned so far this game? I'm having a hard time finding it between the Gameplay and Discussion threads...


Sorry, don't have much time to post during the week. It's really hard to update on my phone, so I usually wait until I have a chance to get on my laptop before updating character sheets. This isn't the only one I need to update. You don't need to wait for me to update my stats - I can do that on the fly until I have a chance to type it up.


Sounds like fun to me. You're more than welcome!


Chak:
The Chelish Citizen's Group has distinctive armbands, which will not be easy to fake quickly enough to blend in for the riot. There are about two thugs focusing on you, and several dottari have entered the crowd. Nox, Thrune's bodyguard, is so far only watching the fray.

Renvil:
thug save: 1d20 - 1 ⇒ (18) - 1 = 17 The Chelish Citizen's Group thug beside you seems to almost succumb to your spell, but then shakes it off. He turns menacingly toward you, joined by another nearby thug.

Will post their actions later - time for RL game of Night's Black Agents now. They're waiting on me.


Welcome, Alyssa, and I hope you're having fun making your character. You may be overthinking it (or not), but don't worry - we've all done that. If you think you have most of it ready, go ahead and post it and I'll take a look. I'm also willing to let you save a few decisions for later - it can get rather difficult to decide everything up front when you don't know what the AP will throw at you.

I plan to make a proper post tonight; I've been away from my computer far to long so I haven't been able to access the details I need. But I should have time tonight.


@Malph - it does open, easily. It even stays open (unless you close it).


I probably didn't make it clear, but to get to the broken section of wall you need to go outside. It's at the opposite end of the short corridor from the locked grate you couldn't open. Malph, as a Small-sized creature, was able to squeeze through the opening in the grate, but a Medium-sized creature wouldn't be able to make it.


sorry for the delay!

Matsudaira scrambles up the post, grabs the object, and climbs back down. It appears to be a ring of some sort. Anyone want to inspect, appraise, or otherwise examine it?

Alassa finds no traps, only more dusty, mildewed papers. The strange occurrences continue: floating objects, strange noises without apparent sources, doors opening and closing themselves, etc.

As Malph pats the wall, mortar dust falls to the ground. A moment later, a brick crashes to the debris pile near the hole.


All of that sounds correct, including regaining all expended spell slots after a long rest.


Crud. Not good...


I know I can stand up, I just don't want to become a target. And you're right, this doesn't seem to be doable for us. So...how to avoid a TPK? Does either of you have any healing?


Not sure what I should do now - I think I'm the only one conscious right now. I have one more spell slot, which should probably be used to heal someone with cure wounds. I do have the cantrip spare the dying, which I can use to stabilize my friends. I'm still prone, as I didn't bother standing up last turn (it makes it too obvious that I'm a good target). What do you recommend?


@Renvil: The man brushes you away, mumbling something about "ignorant" and "useless". If you persist, he tells you it's a form of torture that stretches you out. And then threatens to accuse you of being a ship's captain if you keep bothering him.

@Chak: No one cares to give you an answer, too busy protesting the latest proclamation or protesting the protesters. Eventually someone on the other side of the crowd throws a chunk of something dark and wet at Thrune. It misses, but he's clearly upset - perhaps too upset, given that the projectile missed him completely.

Angered, Thrune yells a few commands before disappearing into the opera house. Enough of this! Nox, run them off, arrest them, or kill them. I don’t care which!

rolls:

Chak: 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26
Renvil: 1d20 + 2 + 4 ⇒ (12) + 2 + 4 = 18
Nox: 1d20 ⇒ 8
Dottari: 1d20 + 1 ⇒ (4) + 1 = 5
Chelish Citizens: 1d20 ⇒ 18

As the crowd erupts into violence, Nox disappears into the opera house. Many of the "protesters" fling off their cloaks, revealing their allegiance as Chelish Citizens' Group as well as their weapons and armor. Others, either oblivious to the weapons or not caring, continue throwing whatever they can get at the dottari and the opera house.

Chak, you're up, then Renvil, then everyone else.


Sorry to see you go, Oskar, but if you don't think you'll have fun then you should probably drop out. Don't want to force anyone to play if they're not having enough fun. I've got a few interested parties looking to join, so we should have enough players - don't worry about that. Perhaps we'll meet again in another game. Best of luck to you!


Also not familiar with the adventure - but it sounds like fun!


Tried to post earlier, but my phone ate my post. I'll get something up tonight when I get back to my computer...unless I think of something brilliant to post from my phone.


Dot


Do we want to pause to let others join, or do we just want to continue and let others join later if they materialize?


@Matsudaira There's something up in the rafters - a glint of something shiny. If you want to climb up and see, I need a DC 15 Climb check.


Alassa finds no traps on the door. Opening it, she finds an abandoned office: a single desk and chair, empty cupboards with the doors hanging open, a few stray pieces of paper. Everything is coated in dust and looks like it hasn't been touched in decades.

The door to the other room rattles and swings open, then shut, then open, then shut. The chair in the room Alassa is in scrapes its way across the floor, then abruptly stops, reverses direction, and moves again.

Matsudaira looks around the large room, but finds only debris, dust, and darkness. As he searches, several piles of debris shift and move when he's near. Some pieces even float up and toward him, while others bang together loudly, echoing oddly.

Malph:
The short hallway is strewn with debris and coated in dust. At the far end, the wall is beginning to crumble - looks like it wouldn't take much to open a hole big enough to let the others in. The room beyond the ruined secret door houses numerous old slaughterhouse tools, veterinary equipment, and woodworking tools, all of which are covered with a thick layer of dust through which strange tracks and patterns have been traced. Heavy mallets, crumbling ropes, and tools for restraining animals hang from pegs in the walls or rest atop leaning tables. To the southwest, a trap door sits ajar, propped open by a block of wood.


Malph:
You can see the far wall - you can even see the remains of a secret door at the far end of the right-hand wall.

Alassa:
Excellent idea. Which door did you want to try?

More later, when I get back to my computer. Maybe tonight? Hopefully tomorrow, probably late.


No, we're paused until I can get on my computer again. Possibly something late tomorrow; I may sneak in something tonight during my RL session if we get a break.


Not really. I was in the sticky thread intended to connect players to GMs for APs, and someone posted that she was totally new to this but wanted to join a table, so I invited her. I then got a couple of PMs asking to join as well, so I thought I'd asK you if you minded. I'm still evaluating the submissions.


Malph:
There's a larger opening in the grate that you think you might be able to squeeze through if you want. You're not certain you can actually pick the lock - it looks pretty complex.


The door opens easily as far as the chain will allow as Viviana tugs on it. However, it only stays open a moment before slamming shut again when she releases it.

Perception DC 15:
You hear what sounds almost like laughter, but faint and impossible to pinpoint, as the door closes again.

Alassa:
You find a number of horse stalls on either side of the room, along with debris and tracks in the dust. You also find a locked grate to the right (about two-thirds of the way in), and two doors to the left, just past the grate. There is a door at the far end, off to the right and only visible once you round the corner of the last stall.


Hey, would you all mind adding another character or three? I just got a couple of PMs in response to a casual mention on another thread.


According to the rulebook, you need to confirm the crit. I'm not sure I like that rule, so...I think we'll use RAW for now, but I reserve the right to change that decision. In this case, though, it doesn't really matter, so you don't need to unless you want to.

Gilen strikes a mighty blow, slicing open the dog's belly in an explosion of guts.

Now that the dogs are in pieces on the floor, what would you all like to do? The building is still dark except for your single light source (a sunrod, I believe?). There are definitely things in the room you could investigate.

As you finish the fight, the door you entered from slams shut.


Alassa's energy bolt electrifies her target, causing it to freeze and twitch. This one is in even worse shape than the lead at the end of round 1!

Round 2:

Matsudaira (down 8)
Viviana (down 5)
Gilen (full health)
Malph (full health)
Dogs (Dog 1 down 5; Dog 2 dead)
Alassa (full health)
Dog Lead (down 7)

Matsudaira misses with his first blow, but his second connects solidly. The lead dog collapses. Dead!

Init Order
Matsudaira 17
Viviana 12
Gilen 9
Malph 8
Dogs 7
Alassa 5
Dog Lead 3

Viviana, Gilen - you're up. The only remaining target is Dog 1, harassing Viviana.


Alyssa Stormwhisper wrote:
I am new to pathfinder play and interested in joining a group. Is there anyone out there that doesn't mind dragging me along? (or pointing me in the right direction lol) Also if I make a character I'm assuming I make it from my Pathfinder Society in My Account. Do I make it from Society Roleplaying or Core Roleplaying and what is the difference? Can I just pick a random faction or do I need to be recruited? Thanks to anyone that can answer my questions.

1. I have an opening in one of my Hell's Rebels groups. We move kinda slow, mostly because I'm super busy with RL and can't get on my computer as much as I'd like, but you're welcome to PM me with a character concept, or even a fully built character.

2. You don't need to make a character from your Pathfinder Society area. Just use a Messageboard Alias - it's basically the same form, but is not attached to your PFS number and can therefore be used for non-PF games as well. I'm in a couple D&D 5e games, and I've seen things like Shadowrun (definitely not a d20-based game) advertised on the Recruitment board.


Renvil:
You manage to identify one or two individuals somewhat near you who seem to be directing, or at least encouraging, the undercurrent of organization. They're definitely in on it.

At 3 minutes after the third hour, the bells of the Cathedral of Asmodeus ring out three peals (for no apparent reason, as is the norm for these bells). A moment later, Barzillai Thrune throws wide the windows and their curtains to address the crowd below. Thrune is an imposing man dressed in red, orange, and black clothing and an ornate breastplate, all emblazoned with the pentagram of Asmodeus and the cross of Cheliax. Middle-aged, with short, dark hair and a diabolical mace cradled in his hands, the lord-mayor of Kintargo addresses the crowd with a condescending sneer. The gathering swiftly grows quiet as he clears his throat and begins to speak.

Ah, my adoring little chickadees. I am sorry to say I have not yet adapted to your quaint, country ways, being accustomed as I am to the sophistication and learning of Egorian. Nonetheless, know I have heard your concerns, and that I appreciate your valued feedback, and I know we shall eventually find a mutual understanding in the fullness of time. I take pride in updating Kintargo’s quaint, outdated laws to the modern standards the city deserves, and strengthening its ties with the empire in these cruel times, but obviously I have approached my duties too aggressively.

You say you chafe at the presence of nonnatives in positions of power? That authorities not of this city have no place as its leaders? That you will not be yoked by intruders? Your lord-mayor hears you. And so it is with a heavy heart that I issue this proclamation, in response to your demands: all ships’ captains are hereafter barred from leaving their vessels and setting foot on Kintargo docks or streets, under pain of... let’s say... squassation!

Knowledge (local) DC 15:
Squassation is a form of torture in which the victim’s hands are tied together and raised above the head; the victim is then hung from the hands while a weight is suspended from the feet, causing intense pain to the arms and legs.


I'm not sure who's around - I've been trying to get time to prepare and post, but RL has limited my computer time until it's almost nonexistent. I'm supposed to be sleeping right now...


I'm still around - just not so good at all the talking, so I usually let everyone else handle that. I don't even have any snarky comments like Gwen. I prefer to remain silent and inscrutable.


Sorry, RL caught up to me and I haven't been able to formulate my next post. I will have something up by Friday. I think.


@Alassa:
I'm not quite sure where you all are in relation to each other, but I was working on the assumption you were all somewhat near the door (as opposed to on the far side of the building), and within about 10 feet of at least one party member.

Matsudaira is basically underneath the dog that attacked him. Viviana is beside them, in melee range of the dog, with a smaller dog at her heels. Malph is in melee with the other dog, who is near Gilen. Alassa is close to the group, but not necessarily in melee range.

Does that help?

---------

Matsudaira, I believe standing up from prone provokes AoOs (Attack of Opportunity). Dog Lead: 1d20 + 3 ⇒ (7) + 3 = 101d6 + 3 ⇒ (5) + 3 = 8trip: 1d20 + 3 ⇒ (9) + 3 = 12 The dog snaps at Matsudaira as he stands up, but catches only air.

Viviana's sword comes close to hitting the lead dog, ruffling his fur. Matsudaira's kick snaps the dog's jaws shut, a solid blow. The lead dog is not looking good.

Malph's strike against Gilen's attacker connects, but the dog's hide is tougher than it looks. Gilen's swing, on the other hand, nearly takes the dog's head off. (It's good and dead, in case you couldn't tell!)

The dog attacking Viviana tries again to bite her: Dog 1: 1d20 + 2 ⇒ (19) + 2 = 211d4 + 1 ⇒ (4) + 1 = 5

Alassa, you're up.


This aged stable leans slightly to one side, its roof precariously propped up by aged wooden walls. The air reeks of stale urine. Except for the sunrod you brought with you, the place is pitch black.

Those with Darkvision/Low-Light vision:
Broken desks, scuffed tables, and torn chairs crowd the thirteen horse stalls, all of which are covered with a healthy layer of dust. A grated-off alcove along the southeast wall seems to house the only relatively intact wares.

As you are orienting yourselves and getting organized, you hear something growling - just before a large dog attacks Matsudaira!

Init Rolls:

Dog Lead: 1d20 + 2 ⇒ (1) + 2 = 3
Dogs: 1d20 + 1 ⇒ (6) + 1 = 7
Matsudaira: 1d20 + 1 ⇒ (16) + 1 = 17
Alassa: 1d20 + 3 ⇒ (2) + 3 = 5
Viviana: 1d20 + 1 ⇒ (11) + 1 = 12
Gilen: 1d20 + 2 ⇒ (7) + 2 = 9
Malph: 1d20 + 2 ⇒ (6) + 2 = 8
Sorry for the low rolls, guys, but at least your enemies rolled low too. I think the RNG hates me, but this is faster than having you all roll individually.

Surprise round: The dogs each get a turn, then we start Round 1.

Dog Lead on Matsudaira: 1d20 + 3 ⇒ (13) + 3 = 161d6 + 3 ⇒ (5) + 3 = 8trip: 1d20 + 3 ⇒ (20) + 3 = 23
Dog 1 on Viviana: 1d20 + 2 ⇒ (6) + 2 = 81d4 + 1 ⇒ (3) + 1 = 4
Dog 2 on Gilen: 1d20 + 2 ⇒ (2) + 2 = 41d4 + 1 ⇒ (2) + 1 = 3

Matsudaira, you take 8 damage and are prone.

Init Order
Matsudaira 17
Viviana 12
Gilen 9
Malph 8
Dogs 7
Alassa 5
Dog Lead 3

Party Up! Post your actions, but if you can please provide an alternate or two in case your original action is made obsolete by the results of someone else's turn.


Wraith doesn't mind being the tracker of the group, but she'd rather be either off to one side from the group or far enough ahead that the chances of a trap affecting more than just herself are small, but still within shouting distance to give them warnings and last-minute directions. And to call for help if she needs it.


Renvil:
There's a couple of pickpockets working the crowd, though none near you. The crowd is restless and discontented; agitated but not yet inclined to violence. However, you sense an undercurrent of organization, as though someone is orchestrating things. The atmosphere is definitely ripe for a riot - all it needs is one good spark.

1d10 ⇒ 91d10 ⇒ 81d10 ⇒ 4

You hear snatches of conversation, but it's so noisy and chaotic here that you can only make out a few whole sentences:

Someone’s killing tieflings down in the Devil’s Nursery. I’ve heard that whoever’s doing it is taking trophies, but I’m not sure what kind. Sounds like the Slasher’s back... Just what we need!

Take care traveling alone at night in Redroof or Temple Hill. The gangs there are getting restless, and they say
the Red Jills’ boss has gone some sort of crazy.

Been hearing strange noises around the old livery again. I hope Barzillai gets the government together enough
to tear that old eyesore down.

Interesting tidbits, but not why your friends dragged you out here.

Full Name

Tobias Flint

Classes/Levels

Male Human Rogue 3 | HP: 22/22 | AC:18 T:14 FF:14 | CMB +4 | CMD:18 | Fort: +3 Ref: +7 Will:+3 | Init: +4 | Perc: +8

Strength 14
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 12
Charisma 11

About Tobias Flint

Tobias Flint
Male Human Rogue 3
CN medium humanoid (Human)
Init +5; Perception + 8 (+9 vs Traps)
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (4+ armor 4+ Dex)
hp 22 (3d8+6)
Fort +3, Ref +7, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee MW Shortsword +7 (1d6+4 19-20)
Melee+TWF MW Shortsword +5/+5 (1d6+4 19-20)
Ranged Dart +6 (1d4+2)
Ranged+PB Dart +7 (1d4+3)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 14, Int 14, Wis 14, Cha 8
Base Atk +2; CMB +4; CMD 18
Feats: Two-weapon Fighting, Splintering Weapon, Combat Expertise
Traits: Strong Arm, Supple Wrist, Silent Hunter, Pragmatic Activator
Drawback: Loner
Languages Common, Drow Sign Language (used by the assassin guild),
SQ: Finesse training, Sneak Attack +2d6, Trapfinding, Evasion, Rogue Talent, Danger Sense +1
--------------------

Skills:

(8 Class + 2 Int + 1 Human) x 3 = 33
ACP = -1
(3)Acrobatics (Dex) +10
()Appraise (Int)
(3)Bluff (Cha) +5
(1)Climb (Str) +6
()Craft (Int)
()Diplomacy (Cha)
(3)Disable Device (Dex) +13
(1)Disguise (Cha) +3
(3)Escape Artist (Dex) +10
(3)Intimidate (Cha) +5
()Knowledge (dungeoneering) (Int)
(3)Knowledge (Local) (Int) +8
()Linguistics (Int)
(3)Perception (Wis) +8 (+9 vs Traps)
()Profession (Wis)
(3)Sense Motive (Wis) +8
(3)Sleight of Hand (Dex) +10
(3)Stealth (Dex) +11
(1)Swim (Str) +6
(3)Use Magic Device (Cha) +8

-Modifiers-
Int to Use Magic Device
+1 trait bonus to Stealth
+2 Competence bonus to Disable Device
+1 to perception vs traps
+1 to Disable Device
+1 competence bonus on initiative checks


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Gear:

--Equipped--
Explorer's Outfit
MW Chainshirt 250
MW Shortsword (2) 620
Cold Iron Shortsword 20
Silver Shortsword 30
Spring-Loaded Sheath with Darts 5
Spring-Loaded Sheath with Darts 5
Obsidian Darts (20) 5
MW Thieves' Tools 100
Thieves' Ring 300
Standard Wayfinder 500
Cracked Dusty Rose Prism 500
Cure Light Wounds Potion (2) 100
Protection From Evil (2) 100
Magic Weapon (2) 100
Heroism
-backpack- 5
Glue Paper(10) 1
Glass Cutter 5
silk rope (100) 20
Grappling hook 1
Ioun Torch 75
Skeleton Key 85
Mirror 10
Thunderstone 30

133 gp


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Racial Abilities, Traits, and Drawback::

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.

Strong Arm, Supple Wrist:Whenever you move at least 10 feet before making an attack with a thrown weapon, you add 10 feet to the range increment of the weapon thrown. You can only gain this benefit once per round.

Silent Hunter: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.

Pragmatic Activator: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Loner: You take a –1 penalty to AC and on attack rolls while adjacent to allies or when taking the aid another action.


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Rogue Special Abilities:

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Sneak Attack (2d6): If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Finesse Training (Ex) (Shortsword): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.

A rogue cannot choose a ninja trick with the same name as a rogue talent.

Fast Stealth: This ability allows a rogue to move at full speed using the Stealth skill without penalty.

Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).


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Background:
Unfortunately for Tobias, he can actually remember a time when things were happy. There aren't many memories but it is enough to make him regret his current line of work and major goal in life. But that regret doesn't come close to the seething hatred he has for a certain man. His father.

Tobias is the bastard son of a human noble who had a tryst with his mother, a woman who was already pitiable by most. Tryst is the word she used but the bartender called it rape. He was raised by her and the patrons of the inn in the port town of Westcrown. These were the fond memories. Days of helping his mother with her chores and listening to the bard that always played. The patrons were nice and always had a smile for the rambunctious youth.

But one day, an assassin came to clean up the noble's mistake. However the assassin made a worse one. He was the kind of man who liked to see the fear in his prey's eyes as he killed them, to play with them. Unfortunately, he made a little too much noise in the small room his mother slept in. Tobias entered the room, wondering what the noise was and rubbing the sleep out of his eyes. For a brief moment, all remained motionless as if time ground to a halt. Tobias stared at the scene, his small mind unable to process why his mother was pinned beneath a mean looking man with a knife or why she looked so scared. The fear in his mother's eyes, however turned into a fierce determination when she saw her son. She knew if she didn't act, he would die. Knowing the game was up, the assassin went to stab the struggling woman but he missed the vital point. With the grip of a golem, his mother latched on to her attacker and told her son to run. Even as her life blood poured from the wound in her chest she held the assassin for what felt like eternity. Every second she clung to him was another second her child could get further away. Just as she was about to pass out, the assailants eyes rolled up in his head and he collapsed. Behind him stood her son, holding a blood stained meat clever from the kitchen.

So terrified of all that had happened, the child could only watch as the light left his mother's eyes. For three days he sat in the room with both dead bodies. Their stench permeated the air. Tobias seemed not to notice though as he sat, un-moving, in the corner, his eyes staring off into space. That night, two men came into the room as silently and stealthily as if the melded from the shadows. When they entered the child sprang from to his feet, cleaver at the ready. They stopped and seemed to consult one another.

Their posture was relaxed, like they weren't too concerned by the dangerous looking child. They were of much greater skill than the one that came three days ago but this should have been an easy job. The man had failed in his contract and that was not acceptable. No contract went unfinished once taken. They were left with two options. Kill the boy, or make him one them, which was the same in thing in there organization.

Years later, the boy would be thankful they chose the latter. It gave him the chance to get revenge for what had happened. He was brought to the guild house and taught how to kill, quietly and quickly. Though the training was intense he jumped into it with single-minded determination. He had a very good reason. As he grew, so did his skill. Eventually he was able to take contracts of his own. Not like he had a choice. His training didn't come free. But the guild killed only those on the contract. Associates could pick there on contracts and fulfill them as they saw fit. It was nothing personal. So Tobias chose those he thought deserving of their fate. True scum. Murderers, arsonists, rapers, slavers, smugglers of deadly drugs. These usually didn't pay well since the customers were usually victims but that never bothered him. He had lived on a lot less.

After several years in the guild, Tobias finally found the information he was looking for. He had hoped that at some point be would learn of who hired the assassin that came for him and his mother. That information was strictly confidential. But he did get a lead. And it lead to the one place he wasn't confident he could go. House Thrune, the ruling house of the entire damn country. Perfect. But that didn't stop him. Couldn't stop him. He wasn't so weak to give up now. He'd paid too much in blood to stop now. Thankfully, the perfect opportunity was presenting itself. A rebellion was forming. So he put in his own contract for one of the leaders of house Thrune and accepted it. Not unheard of but rare. And it didn't matter which of the family he chose, they were all devil worshiping murderers. He didn't care about the politics, the morality, or the war. Someone in that house killed his family, he intended pay them back with interest.


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Personality and Description:
Tobias Flint is not even twenty but years of anger and resentment have aged him greatly. He has a scraggly beard most of the time and wears a cowboy style hat to hide slightly elongated ears. He wears a large, tan colored duster over top of his leather armor under which gleams many polished and deadly daggers. He is tall and lanky but deadly accurate and stealthy. Gruff sounding and an eternal pessimist, he tends to walk alone and sees the evil in others before the good.