Ezren

Armand the Elder's page

33 posts. Alias of rungok.


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AC 22, touch 17, flat-footed 15; hp 44/44; Fort +4, Ref +8, Will +5; Init +4; Perception +9; Rally 2d8/2d10 (Trick Weapon);

From a fluff perspective, of course.


AC 22, touch 17, flat-footed 15; hp 44/44; Fort +4, Ref +8, Will +5; Init +4; Perception +9; Rally 2d8/2d10 (Trick Weapon);

It's so common in Yharnam I would not be surprised if people didn't already have them. The church has spread the blood ministration so far by this point that it's popular enough other cities have heard of them.


AC 22, touch 17, flat-footed 15; hp 44/44; Fort +4, Ref +8, Will +5; Init +4; Perception +9; Rally 2d8/2d10 (Trick Weapon);

Armand kneels by the man, checking the wound one last time as the victim expires. He shakes his head.

Does the man have any blood vials on him? It might be possible to save him.


AC 22, touch 17, flat-footed 15; hp 44/44; Fort +4, Ref +8, Will +5; Init +4; Perception +9; Rally 2d8/2d10 (Trick Weapon);

Armand darts in the wake of Sybille's shot, dashing through the stinking black powder cloud of the weapon's discharge.

He keeps his pistol raised to unload it into any attacking beast.


AC 22, touch 17, flat-footed 15; hp 44/44; Fort +4, Ref +8, Will +5; Init +4; Perception +9; Rally 2d8/2d10 (Trick Weapon);

Armand sighs, "It would have been too much to ask..." he mutters.

He points to the open door. "We've got it pinned in that room, go ahead and take point." he says.


AC 22, touch 17, flat-footed 15; hp 44/44; Fort +4, Ref +8, Will +5; Init +4; Perception +9; Rally 2d8/2d10 (Trick Weapon);

I do not know the depth of s#@+e we've stepped in, so at the moment it seems like we 3 will be enough... but I'm likely very wrong.


AC 22, touch 17, flat-footed 15; hp 44/44; Fort +4, Ref +8, Will +5; Init +4; Perception +9; Rally 2d8/2d10 (Trick Weapon);

Armand nods, slowly advancing behind her.

Stealth: 1d20 + 11 ⇒ (20) + 11 = 31
Probably a wasted 20, but who knows?


AC 22, touch 17, flat-footed 15; hp 44/44; Fort +4, Ref +8, Will +5; Init +4; Perception +9; Rally 2d8/2d10 (Trick Weapon);

Armand will follow silently, his cane ready to lash out if the beast attacks while on the stair.


AC 22, touch 17, flat-footed 15; hp 44/44; Fort +4, Ref +8, Will +5; Init +4; Perception +9; Rally 2d8/2d10 (Trick Weapon);

Awesome we're continuing! You switched Armand and Ivan out for Sybille? Oh wait I see in an earlier post she joined us.

Armand enters following Sybille, his grip tight on his weapons and his body tensed and ready to dodge.


AC 22, touch 17, flat-footed 15; hp 44/44; Fort +4, Ref +8, Will +5; Init +4; Perception +9; Rally 2d8/2d10 (Trick Weapon);

Ill check in.


AC 22, touch 17, flat-footed 15; hp 44/44; Fort +4, Ref +8, Will +5; Init +4; Perception +9; Rally 2d8/2d10 (Trick Weapon);

Armand exchanges a look with Ivan and takes off towards the crashing sound. Armand didn't enjoy Ludwig's decision to start arming civilians; at best they died distracting a beast long enough for a proper hunter to slay it, and at worst they got in the way at every good-intentioned step. And that's not to say they couldn't give in to beasthood, either.

"It was close. Let's go." Armand whispers Ivan's way as they move quickly yet quietly towards the source of the crash.


AC 22, touch 17, flat-footed 15; hp 44/44; Fort +4, Ref +8, Will +5; Init +4; Perception +9; Rally 2d8/2d10 (Trick Weapon);

Armand nods to the Huntsman. "Yes. Another foreigner causing trouble." he says quietly. "Seen any others come by this way?"


AC 22, touch 17, flat-footed 15; hp 44/44; Fort +4, Ref +8, Will +5; Init +4; Perception +9; Rally 2d8/2d10 (Trick Weapon);

"I can offer you that." Armand replies to the man walking forward with his cane held in one hand. He points the cane's tip at the man's chest as he gets within reach. "Close your eyes, son. This will be quick. It's like... waking up from a dream." he draws his arm back.

Dunno if he's going to resist or not. If he does as I tell, it should be a coup-de-grace.


AC 22, touch 17, flat-footed 15; hp 44/44; Fort +4, Ref +8, Will +5; Init +4; Perception +9; Rally 2d8/2d10 (Trick Weapon);

...Then I keep going? I don't in-character know I failed.


AC 22, touch 17, flat-footed 15; hp 44/44; Fort +4, Ref +8, Will +5; Init +4; Perception +9; Rally 2d8/2d10 (Trick Weapon);

Apparently still searching for a target since I never got told if I found anything.


AC 22, touch 17, flat-footed 15; hp 44/44; Fort +4, Ref +8, Will +5; Init +4; Perception +9; Rally 2d8/2d10 (Trick Weapon);

Survival: 1d20 + 9 ⇒ (4) + 9 = 13

Jebus, this rng hates me.


AC 22, touch 17, flat-footed 15; hp 44/44; Fort +4, Ref +8, Will +5; Init +4; Perception +9; Rally 2d8/2d10 (Trick Weapon);

Armand will see which of the fleeing refugees that Olbod and Sybille pursue, and take off after a different one. It's bad form to steal another hunter's kill, after all. He runs at full speed, his ears listening for the panting breath and scrambling footfalls of the refugees, and his nose keen for the familiar scent of fear.

Just realized I have uncanny dodge, so for future notice I shouldn't be able to be caught flat-footed. Also, I know Armand seems a little standoffish, but I promise he's trying to be a team player.


AC 22, touch 17, flat-footed 15; hp 44/44; Fort +4, Ref +8, Will +5; Init +4; Perception +9; Rally 2d8/2d10 (Trick Weapon);

Thats what I get for skimming the rules. -_- Sorry, then feel free to not count the damage. Not that I did much damage, but still. :)


AC 22, touch 17, flat-footed 15; hp 44/44; Fort +4, Ref +8, Will +5; Init +4; Perception +9; Rally 2d8/2d10 (Trick Weapon);

Armand snaps his wrist as he steps forward, the threaded blade collapsing back into a cane again as he pounds the tip into the flagstones beneath them, locking it into position. He winds up and lunges, driving a strong attack using his full body to strike the target.

Visceral Attack: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
Danage: 1d6 + 1 + 1d6 ⇒ (4) + 1 + (6) = 11

"I don't think they know about the boars." he says calmly, despite the effort he's putting into the fight.


The hunters don't *drink* the blood, they usually treat it and then inject it into themselves. Though there are beast blood pellets which really are congealed blood... It's Bloodborne. And therefore Complicated.


AC 22, touch 17, flat-footed 15; hp 44/44; Fort +4, Ref +8, Will +5; Init +4; Perception +9; Rally 2d8/2d10 (Trick Weapon);

Armand flicks his sword cane, the metal cane clicking into a short threaded cane. Following the creature he swings his weapon at it's exposed backside.

Flanking, using my tricked weapon to hit.
Attack: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24
damage: 1d6 + 1 ⇒ (2) + 1 = 3


AC 22, touch 17, flat-footed 15; hp 44/44; Fort +4, Ref +8, Will +5; Init +4; Perception +9; Rally 2d8/2d10 (Trick Weapon);

*Shrug* I can rebound unless it insta-kills me, so I should be fine either way. I was thinking that being on defensive would help negate the flat-footed ac issue. :p


AC 22, touch 17, flat-footed 15; hp 44/44; Fort +4, Ref +8, Will +5; Init +4; Perception +9; Rally 2d8/2d10 (Trick Weapon);

initiative: 1d20 + 4 ⇒ (4) + 4 = 8

Armand takes a tep back and tenses, readying to movewhen she attacks.

Since transforming isnt usually instant, I should have time to take full defensive before combat, yes?


AC 22, touch 17, flat-footed 15; hp 44/44; Fort +4, Ref +8, Will +5; Init +4; Perception +9; Rally 2d8/2d10 (Trick Weapon);

Armand will approach the woman, gesturing for Ivan to remain on watch. He will lean on his cane as he tests her blood, touching a torch flame to the puddle.

"A bad night, it seems..." he mutters.


AC 22, touch 17, flat-footed 15; hp 44/44; Fort +4, Ref +8, Will +5; Init +4; Perception +9; Rally 2d8/2d10 (Trick Weapon);

Armand will leave the last test to the two other hunters, and instead watch the rest of the group of refugees, being on watch for any suspicious actions.


AC 22, touch 17, flat-footed 15; hp 44/44; Fort +4, Ref +8, Will +5; Init +4; Perception +9; Rally 2d8/2d10 (Trick Weapon);

Heal: 1d20 + 7 ⇒ (1) + 7 = 8
Well, that should be entertaining. "This man just has the bubonic plague, he's okay to enter." lol. :P


AC 22, touch 17, flat-footed 15; hp 44/44; Fort +4, Ref +8, Will +5; Init +4; Perception +9; Rally 2d8/2d10 (Trick Weapon);

Ignoring those who are just crying or shaking, Armand points to the coughing man with his cane.

"You." He says softly. He will step forward to examine the man, but be ready to hop back if he attacks.


AC 22, touch 17, flat-footed 15; hp 44/44; Fort +4, Ref +8, Will +5; Init +4; Perception +9; Rally 2d8/2d10 (Trick Weapon);

Armand will slip forward and observe the group. Seeing no one immediately go wild, he will walk past Olbod and the cloaked man, passing among the refugees. The only 'weapon' he seems to carry is a cane and a pistol on his belt but under his longcoat. As he walks, he looks refugees in the eyes and sniffs the air around them. He, as well as any hunter, could recognize the all-too heady scent of blood.

Perception: 1d20 + 9 ⇒ (19) + 9 = 28


AC 22, touch 17, flat-footed 15; hp 44/44; Fort +4, Ref +8, Will +5; Init +4; Perception +9; Rally 2d8/2d10 (Trick Weapon);

Nice intimidate!


AC 22, touch 17, flat-footed 15; hp 44/44; Fort +4, Ref +8, Will +5; Init +4; Perception +9; Rally 2d8/2d10 (Trick Weapon);
Olbod wrote:


Upon arriving at the viaduct Olbod finds a place to sit, and checks every inch of his axe. He chuckles when he sees Armand attempting to hide. "Haha, friend! Will you not face them head on with me? Are we not hunters? Are beasts not supposed to fear us?"

Armand simply glances in Olbod's direction before returning his attention to spotting his prey. He didn't expect anyone from this generation of hunters to understand the sacrifices that were made by the old hunters like Gherman and Lady Maria discovering the techniques that they now enjoyed. He did not match the beasts in strength; they would always be stronger and tougher.

Instead, he would hunt his prey with speed and subtlety. Beasts were beasts; they could not understand fear. To Armand, the only thing Olbod accomplished was giving up an advantage that could decide the fate of the night's hunt. He grips his cane a little tighter.


AC 22, touch 17, flat-footed 15; hp 44/44; Fort +4, Ref +8, Will +5; Init +4; Perception +9; Rally 2d8/2d10 (Trick Weapon);

Armand will find an alcove in the viaduct (as is often available all throughout Yharnam's architecture), fades into the shadows and waits...

Stealth: 1d20 + 11 ⇒ (18) + 11 = 29

His breathing slows, his posture stills and his presence dims. He knows that if they were to come this way, he would be there to receive them. Patience rewarded him in the dungeons below, it would reward him in the city above.


AC 22, touch 17, flat-footed 15; hp 44/44; Fort +4, Ref +8, Will +5; Init +4; Perception +9; Rally 2d8/2d10 (Trick Weapon);

Almost a specter compared to the confident strides of his comrades, Armand drifts behind them, his steps light and silent. This man is noticeably older than the rest of the group, easily in his fifties or later. His hair has turned light gray and grown whispy and thin, and his face is pockmarked, scarred, and his beard is a thick gray stubble. His eyes are covered in a thin, dirty white strip of cloth that he has tied around his head in a single strip. Like many of the hunters, it doesn't seem to impede his vision any. His clothes are an older style of Yharnam, something that was seen among Gherman's hunters.

He twists his cane in his hand as they come out into the setting sunlight. "They're all going to be infected." he says in a quiet yet ominous tone. "They always are. A shame."


AC 22, touch 17, flat-footed 15; hp 44/44; Fort +4, Ref +8, Will +5; Init +4; Perception +9; Rally 2d8/2d10 (Trick Weapon);

Armand the Elder is (back) in action!