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![]() Baladur strolls up casually to the captains side.
With the endearing "small talk" between stout sized races out of the way, he moves in for some subtle investigating. So. It be a' good thing ya'a do'n with th' water an' food. Ya help'n a lot o' people in need. Will we be'a pickin' up another run of fresh provisions on this trip? Sense motive check 1d20 + 7 ⇒ (13) + 7 = 20. Trying to see if he has an ulterior motive that just helping out the town. ![]()
![]() Baladur immediately begins grabbing cargo and unloading the vessel. The Featherstone clan is'a always happy ta'be do'n an honest day's work, captain! If the confined spaces should force Baladur to accidentally run his foot into the resting Finik while hauling cargo, Baladur may not want to chance damaging the good to avoid it. ![]()
![]() Baladur slows and walks backwards a moment. Never coming to a full stop on his way to the ferry.
He looks over everyones shoes a moment. None a'ya seem ta bee lame! Good. That means less a'talking and more a'walkin'. Lead on Elannic. He marches forward again, speaking back over his shoulder. It's not the curs'ed river styx after all. What ferryman would not wish to help the loving hand of Torag. Then to himself. 'an if'n that fails, the mighty jackslap of Ragathiel should a'do th' trick. ![]()
![]() Well lads. If'n Dwarven construction is consistent, and ya bet your sweet arse it'is. Th' monastery will be'a near the river. I say we talk th't ferryman in'ta tak'n us there, then backtrack to th' other spots. It'll cut'a day off the journey, an' ever'a day we save is anotha' life! Confident his declaration is argue proof, he jogs off toward the ferry. This was lads . . . . ![]()
![]() Baladur snickers as Titania ducks under the doorframe. Pointing with his left hand of healing at her forehead he whispers.
Taking in the room and the healer.
The cleric jumps in to help sort out the books and ingredients list. ![]()
![]() by Torag's balls, I swear this blachscour shall be me enemy. T'is it affected et all by divine healing? I wish ta off Torag's left hand ah healing ta ya if it does. Baladur moves near the Sherriff preparing to cast cure light wounds. I assume it's not that easy, or they would not need us in the capacity he describes. ![]()
![]() Titania Evangeline Snow-fell wrote:
Aye lass. I've been told I'm a bit above average size by your people as well. wink HarrrrHarrrrr. A small tear glistnes in the corner of the dwarfs soft stone blue eyes as he laughs and enjoys life. Seriously my over heightend lass. I'll be able to heal any head bumps you get from low thresholds. Twoud be a shame to scar a face so lovely. For a human.
Enough pleasantries. Am I being charged with a crime or not. I swear I use those herbs for religious purposes only. ![]()
![]() Baladur Featherstone 'ere. Me good friend Mathpro was a drink'n wit my good friend Iron-Dice, who was drink'n wit me. An anyways, he says I should show up hereabouts ta get some work, save some souls and kick some arse. Sounds like fun ta me! But I might be a'changing the order a wee bit. Harrrrrrrrr. Baladur Featherstone: BALADUR FEATHERSTONE CR 1/2
Male Dwarf Cleric 1 NG Medium Humanoid (Dwarf) Hero Points 1 Init +4; Senses Darkvision (60 feet); Perception +4 -------------------- DEFENSE -------------------- AC 16, touch 12, flat-footed 14. . (+4 armor, +2 Dex) hp 10 (1d8+2) Fort +5, Ref +3, Will +6 Defensive Abilities Defensive Training; Resist Resistant Touch (6/day) -------------------- OFFENSE -------------------- Spd 20 ft. Melee Unarmed Strike +2 (1d3+2/20/x2) and . . (L) Warhammer +0 (2d6+3/20/x3) and . . Warhammer +2 (1d8+2/20/x3) Spell-Like Abilities Acid Dart (6/day), Resistant Touch (6/day) Cleric Spells Known (CL 1, 2 melee touch, 2 ranged touch): 1 (2/day) Sanctuary (DC 14), Command (DC 14), Endure Elements (DC 14) 0 (at will) Mending, Guidance (DC 13), Stabilize -------------------- STATISTICS -------------------- Str 14, Dex 14, Con 14, Int 10, Wis 17, Cha 9 Base Atk +0; CMB +2; CMD 14 Feats Extra Channel Traits Reactionary, Sacred Conduit Skills Acrobatics +0, Climb +0, Escape Artist +0, Fly +0, Heal +7, Perception +4, Ride +0, Sense Motive +7, Stealth +0, Swim +0 Languages Common, Dwarven SQ Aura (Ex), Channel Positive Energy 1d6 (4/day) (DC 10) (Su), Cleric Domain: Earth, Cleric Domain: Protection, Greed, Hardy +2, Hatred, Hero Points (1), Slow and Steady, Spontaneous Casting, Stability, Stonecunning +2 Combat Gear Armored Coat, Warhammer, Warhammer; Other Gear Backpack (empty), Blanket, Caltrops, Case, map or scroll (empty), Iron Spike (4), Rope, silk (50 ft.) -------------------- SPECIAL ABILITIES -------------------- Acid Dart (1d6+0) (6/day) (Sp) 30' Ranged touch attack deals 1d6+0 Acid damage. Aura (Ex) The Cleric has an aura corresponding to his deity's alignment. Channel Positive Energy 1d6 (4/day) (DC 10) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead. Cleric Domain: Earth Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures. Cleric Domain: Protection Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess. Darkvision (60 feet) You can see in the dark (black and white vision only). Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype. Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones. Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects. Hatred +1 racial bonus to attacks against Orcs and Goblinoids. Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses. Resistant Touch (6/day) (Sp) May donate Protection Domain's Resistance bonus to ally by touch for 1 minute. Slow and Steady Your base speed is never modified by encumbrance. Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells. Stability +4 to avoid being bull rushed or tripped while standing. Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet. . |