HP 28/28; AC 20 (13T, 17F); F+6,R+5,W+7; Init+8, Perc+11 (+13 visual)
Norvin makes a rude noise as he watches the earth elemental get taken down, but Atrazar shrugs. Through long experience he's learned not to get emotionally attached to his summoned allies. After all, there's always more where they came from. Drawing on the power of Erastil, Atrazar watches with satisfaction as another earth elemental comes into being, this one between the two half-orcs. "Help the half-elf." The earth elemental swipes a club-like hand into the face of the half-orc that is sandwiched between the other two fighters, aiming not to hurt it but rather to help Lhinneth land her next strike. Aid Another: 1d20 + 6 ⇒ (20) + 6 = 26
HP 28/28; AC 20 (13T, 17F); F+6,R+5,W+7; Init+8, Perc+11 (+13 visual)
Atrazar calls upon the gods and channels the power of retroactive continuity. Atrazar isn't sure if he just walked into a brawl or if this is part of the contest. Either way, with the adrenaline racing through his veins from the race, he's game. He moves close to the fighting, keeping a table between himself and the men who seem to be hostile to him. "Let's mix things up a bit." Monster tactician provides summon monster II as a standard action that lasts one minute per level. With the grinding sound of rocks crashing together a small earth elemental comes into being along the back wall of the room. Atrazar calls out to it, drawing upon his knowledge of the elemental languages. "Flank the big men and try to trip them. No killing blows." The earth elemental, being magically compelled to obey, can't even complain about the suboptimal combat strategy. Instead it tries to trip Huldren. Trip: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17 No Improved Trip, so this provokes from Huldren. Atrazar is assuming the guy with the beard is the more important target.
HP 28/28; AC 20 (13T, 17F); F+6,R+5,W+7; Init+8, Perc+11 (+13 visual)
My cinematic vision was them flying into the fray, screeching, flapping their wings, generally causing a ruckus, but not actually hurting anybody. Mechanic wise I guess that could be represented by them flying into flank and not attacking. Is that something I can get them to do?
HP 28/28; AC 20 (13T, 17F); F+6,R+5,W+7; Init+8, Perc+11 (+13 visual)
Atrazar isn't sure if he just walked into a brawl or if this is part of the contest. Either way, with the adrenaline racing through his veins from the race, he's game. "Let's mix things up a bit." Monster tactician ability summon monster allows for summon monster II with a standard action, causing 1d3 ⇒ 2 eagles to show up and provide flanking for anybody who needs it. Seeing two eagles puff into being, Atrazar gestures at them. "Distract the big guys!" I'm not sure how you want to handle directing summons. I'm assuming here that a move action to get them moving like trained animals is fair. In this situation I want them to try and get in flanking position and do dirty tricks.
HP 28/28; AC 20 (13T, 17F); F+6,R+5,W+7; Init+8, Perc+11 (+13 visual)
Atrazar's head swivels around at the captain's announcement. The festival is fun and all, but money is money. He immediately begins squirming his way to the front of the crowd as she speaks, squeezing past a hunched over half orc just before the starting pistol sounds. First post is to see how long it takes to get through, then I'll go back and edit the narration in. If I run out of time I'll do the narration in a second post. Crunch run:
Round one:
Full round double obstacle... Intimidate: 1d20 + 9 ⇒ (13) + 9 = 22
Failure! Round two:
Round three:
Round four:
Round five:
Round six:
Failure! Round seven:
Round eight:
"Make way, damn you!" Atrazar's command is largely lost in the echoes of the starting gun. A small gap opens up ahead of him, but when he dives for it he bounces off the side of the now-enormous half-orc. Atrazar takes a step back and draws on the power of Erastil, speaking from his diaphragm. "Everybody move!" The crowd parts, and he dashes forward. An itching in his good eye as the streets narrow draws his attention to a small alley. Ducking into it, he finds himself facing a pair of bridges when he pops out the other side. While Norvin urges him to try to leap across the broken bridge, Atrazar decides to use his wits to get past this obstacle, rather than his legs. He taps the shoulder of the man in front of him. "Friend," Atrazar begins, indicating back over his shoulder with his thumb, "that half-orc says he's making a snack out of anybody stuck on this bridge when he gets here." The pirate's eyes widen as he sees the mutated form bearing down on them. Crying out, he grabs his friends' arms and drags them all down into the water. Atrazar squeezes through the gap thus created and makes his way across. The fellows trying to set an ambush on the other side of the bridge are unfortunately too drunk to realize that they're hiding on the wrong side of the boxes they crouched down next to. Atrazar detours slightly to pass behind them and moves on without incident. The path narrows again as it threads its way along the cliff. Atrazar begins to try and bluff his way through when he sees a half elf girl up ahead elbow a man in a very sensitive place, setting off a chain reaction that sends him stumbling backwards. Once he convinces the man that saltwater is good for what ails him, the way is clear to move on. The Inn comes into view and Atrazar feels a second wind come upon him in a burst of energy. Norvin cheers him on as he weaves and dodges his way through the drunken throng and arrives at the bosun's table.
HP 28/28; AC 20 (13T, 17F); F+6,R+5,W+7; Init+8, Perc+11 (+13 visual)
Just to note for combat synergy purposes my basic routine is to throw some eagles out on the field and then fire my longbow at people. If you give me a heads up or the positioning is obvious then they should be pretty consistent flanking buddies.
HP 28/28; AC 20 (13T, 17F); F+6,R+5,W+7; Init+8, Perc+11 (+13 visual)
Atrazar is just happy to have avoided both the contest and the ensuing projectile vomit. He joins the crush of people following the parade, hoisting Norvin up on his shoulders so at least somebody has a view of where they're going.
HP 28/28; AC 20 (13T, 17F); F+6,R+5,W+7; Init+8, Perc+11 (+13 visual)
Guess who spent yesterday refreshing the discussion thread like an idiot? Lilywhite. A small town. A boisterous town. A, frankly, drunken town. Atrazar enjoyed the festival as much as the next healthy young man but for him the real action would be taking place tomorrow morning. He'd found that a severe hangover did wonders to open the mind to Erastil's message of careful stewardship. A healing spell or two would help make the sermon stick. That was for tomorrow, though. For now he wandered through the crowd looking for a game that suited him. Games of strength weren't for him, and games of skill were all to often rigged. The pirate code: if you're not good enough to catch me then it's not really cheating. Norvin scampered on ahead, the small monkey disappearing easily into the crowd. Each time Atrazar approached a booth the monkey would stick his head out. Each time he shook his head in negation and Atrazar moved on. Before he could find anywhere worth laying his money down his attention was caught by the drinking contest. He stopped to watch with interest. He was never going to win something like this, but the contestants were sure to be needing his wisdom tomorrow...
HP 28/28; AC 20 (13T, 17F); F+6,R+5,W+7; Init+8, Perc+11 (+13 visual)
So, a little bit about Atrazar and his friendly monkey Norvin: He's a young man who lost his eye during a misadventure on the Mwangi expanse. Since then he's devoted himself to Erastil, in particular encouraging people to be good stewards of the environment and rooting out bad behavior (e.g. the kind of people who kill rhinos, saw off the horn, and leave the rest of the body to rot). Physically, he's of average height. His most obvious feature is the scar that dominates the left side of his face, running vertically from his cheekbone to his forehead. His hair is pitch black except for a white patch where the scar meets his hairline. The smile lines by his eyes attest to his friendly demeanor. These days his adoptive parents are getting on in years and having trouble taking care of themselves. He's hoping to strike it rich so they won't want for anything in their old age.
I'll throw my hat in the ring as a martial candidate. Truth be told I've been wanting to try out a whip-based swashbuckler since I saw the mysterious avenger. Crunch:
Cerran Wells
Human (Kellid) swashbuckler (mysterious avenger) 1 CG Medium humanoid (human) Init +6; Senses Perception +4 -------------------- Defense -------------------- AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex) hp 13 (1d10+3) Fort +2, Ref +6, Will +0 -------------------- Offense -------------------- Speed 30 ft. Melee rapier +5 (1d6/18-20) or whip +6 (1d3+4 nonlethal) Ranged shortbow +5 (1d6/×3) Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (2) -------------------- Statistics -------------------- Str 10, Dex 18, Con 14, Int 10, Wis 10, Cha 14 Base Atk +1; CMB +1; CMD 15 Feats Slashing Grace (whip), Weapon Focus (whip) Traits Against the Technic League, extremely fashionable, reactionary Drawback paranoid Skills Climb +3, Diplomacy +6, Intimidate +6, Perception +4, Sense Motive +4 Languages Common, Hallit Other Gear studded leather, arrows (20), rapier, shortbow, whip, 73 gp History:
Cerran grew up in Torch under the shadow of the Technic League. His parents were early supporters of Kevoth-Kul. Though they were never particularly influential in the warlord's councils, they truly believed in his vision of Numeria as one of the great nations of the world. When he fell under the sway of the Technic League it was a bitter pill for them to swallow. They raised Cerran on tales of Kevoth-Kul's heroism and of the glory that had been stolen by the scheming technomancers that had stabbed him in the back.
When Cerran was a teenager his parents began actively agitating for a reduction in the tithes paid to the Technic League. They organized several prominent members of the local community. However, shortly before they were to commence negotiations with the league they both died in a suspicious mining accident. Cerran took the lesson to heart: the Technic League could not be opposed by straightforward political action. He converted his inheritance into cash and disappeared into the city. He struck back at Technic League oppressors when the opportunity presented itself, but always in disguise. So far that has amounted to little more than harassing tithe collectors. Personality: As a result of his upbringing and his parent's death Cerran has become somewhat paranoid. He's prone to seeing Technic conspiracies behind every misfortune that befalls him. Also behind every misfortune that befalls the town of Torch. And every misfortune that befalls the country of Numeria. On the other hand, he tends to be overly trusting whenever he is dealing with somebody who he knows is not with the Technic League.
Cerran has been blessed with an easy charm that makes him hard to dislike. While his combat banter is not quite as clever as he thinks it is, the people of Torch are fond of him thanks to his obvious love for the city and, of course, his habit of harassing tithe collectors. Cerran is unblooded and is generally opposed to the use of lethal force, at least against those who he considers to be misguided victims of the Technic League. |