Male Human Fighter 3 / Rogue (Pirate) 1 / Swordlord 1
Quick Stats:
HP 43/43 (0 NL) | AC 19; T 14; FF 15 | CMD 20 | Fort +5 | Ref +7 | Will +1 | Init +4 | Percept +4 I went to check if my Chronicle information was correct and when I clicked on the link, there were not PCs signed up. Did you get our information and then clear the link? Let me know if you need anything from me. Day Job Profession (Sailor), Ship: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Male Human Fighter 3 / Rogue (Pirate) 1 / Swordlord 1
Quick Stats:
HP 43/43 (0 NL) | AC 19; T 14; FF 15 | CMD 20 | Fort +5 | Ref +7 | Will +1 | Init +4 | Percept +4 Benson feels pride in accomplishment at defeating the efforts to besmirch the Pathfinder's reputation. Once loose ends have been tied off, he enjoys himself at a pub. He offers anyone a ride on his ship, the Steel Falcon, which will set sail for Andoran unless the Pathfinders have another mission for him.
Male Human Fighter 3 / Rogue (Pirate) 1 / Swordlord 1
Quick Stats:
HP 43/43 (0 NL) | AC 19; T 14; FF 15 | CMD 20 | Fort +5 | Ref +7 | Will +1 | Init +4 | Percept +4 Benson clicks his heel together and then dashes into the room, attempting to get around behind the blaggard on the right. Daredevil boots give him a +5 competence bonus to acrobatics to move through threatened squares and avoid AOOs. Acrobatics, Daredevil Boots: 1d20 + 7 + 5 ⇒ (6) + 7 + 5 = 18 (to move through threatened spaces). Whether he gets past the man's guard or not, Benson then attacks. +1 dueling Sword, 1-Hand: 1d20 + 10 ⇒ (6) + 10 = 16
I've marked his path in case the acrobatics check failed and he is stopped before he gets to the square behind the guy.
Male Human Fighter 3 / Rogue (Pirate) 1 / Swordlord 1
Quick Stats:
HP 43/43 (0 NL) | AC 19; T 14; FF 15 | CMD 20 | Fort +5 | Ref +7 | Will +1 | Init +4 | Percept +4 Benson grumbles at the desecration of sailor's graves, wishing those responsible would eventually be introduced to Davy Jones' locker where they could discuss their dark deeds with the souls of these sailors. When everyone is ready, he leads the way to peek into the next room. Stealth: 1d20 + 7 ⇒ (17) + 7 = 24
Male Human Fighter 3 / Rogue (Pirate) 1 / Swordlord 1
Quick Stats:
HP 43/43 (0 NL) | AC 19; T 14; FF 15 | CMD 20 | Fort +5 | Ref +7 | Will +1 | Init +4 | Percept +4 Benson takes the lead again waiting for the others to stand ready to proceed and for the door to be cleared of traps and locks. Once all is ready, he advances. Stealth: 1d20 + 7 ⇒ (5) + 7 = 12
Male Human Fighter 3 / Rogue (Pirate) 1 / Swordlord 1
Quick Stats:
HP 43/43 (0 NL) | AC 19; T 14; FF 15 | CMD 20 | Fort +5 | Ref +7 | Will +1 | Init +4 | Percept +4 Benson nods a thank you to the others who dealt with the orc and the water beastie. He cleans his dueling sword and sheathes it. When the children ask to leave, he says, "We want you to return safely to your families," Benson assures the children. "We'll escort you to keep you safe if you wish."
Male Human Fighter 3 / Rogue (Pirate) 1 / Swordlord 1
Quick Stats:
HP 43/43 (0 NL) | AC 19; T 14; FF 15 | CMD 20 | Fort +5 | Ref +7 | Will +1 | Init +4 | Percept +4 Benson advances with a fencer's panache, and attacks. +1 dueling Sword, 1-Hand: 1d20 + 10 ⇒ (6) + 10 = 16
lost soul: 1d20 + 7 ⇒ (3) + 7 = 10
"Happy to give you a fight, but we could talk first, you know."
Male Human Fighter 3 / Rogue (Pirate) 1 / Swordlord 1
Quick Stats:
HP 43/43 (0 NL) | AC 19; T 14; FF 15 | CMD 20 | Fort +5 | Ref +7 | Will +1 | Init +4 | Percept +4 Sense Motive: 1d20 + 6 ⇒ (5) + 6 = 11
Male Human Fighter 3 / Rogue (Pirate) 1 / Swordlord 1
Quick Stats:
HP 43/43 (0 NL) | AC 19; T 14; FF 15 | CMD 20 | Fort +5 | Ref +7 | Will +1 | Init +4 | Percept +4 Benson, being a sailor with his own ship, stands with head bowed to honor those lost at sea. Then he examines the names, if any are listed, to see if he recognizes any. Profession (Sailor): 1d20 + 4 ⇒ (2) + 4 = 6
Male Human Fighter 3 / Rogue (Pirate) 1 / Swordlord 1
Quick Stats:
HP 43/43 (0 NL) | AC 19; T 14; FF 15 | CMD 20 | Fort +5 | Ref +7 | Will +1 | Init +4 | Percept +4 Benson usually lets his blades do the talking, so he stands back, keeps an eye out for trouble, and lets the smooth talkers work out how to make best use of this apparent connection to the gang that is suspected of framing the Pathfinders.
Male Human Fighter 3 / Rogue (Pirate) 1 / Swordlord 1
Quick Stats:
HP 43/43 (0 NL) | AC 19; T 14; FF 15 | CMD 20 | Fort +5 | Ref +7 | Will +1 | Init +4 | Percept +4 Benson draws his dueling sword and swings it close to the ground in an intimidating display of skill, trying to frighten the rats into retreating from him in fear. Using Dazzling Display with an intimidate check to demoralize all the rats at once. DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. If you are successful, the target is shaken for 1 round. Intimidate, larger size: 1d20 + 10 + 4 ⇒ (3) + 10 + 4 = 17
Male Human Fighter 3 / Rogue (Pirate) 1 / Swordlord 1
Quick Stats:
HP 43/43 (0 NL) | AC 19; T 14; FF 15 | CMD 20 | Fort +5 | Ref +7 | Will +1 | Init +4 | Percept +4 "I'm a sailor with a ship of my own. We should visit the ship and maybe learn something about this shipment. It suggests that the shop owner may have been connected to smugglers, although it may also have been shipped to him and then stolen to avoid being caught by customs."
Male Human Fighter 3 / Rogue (Pirate) 1 / Swordlord 1
Quick Stats:
HP 43/43 (0 NL) | AC 19; T 14; FF 15 | CMD 20 | Fort +5 | Ref +7 | Will +1 | Init +4 | Percept +4 Benson looks into the room Daenerija mentioned. Perception: 1d20 + 4 ⇒ (2) + 4 = 6 Benson suggests that when we start trying to locate the gang or have them locate us, we disguise our PFS affiliations.
Male Human Fighter 3 / Rogue (Pirate) 1 / Swordlord 1
Quick Stats:
HP 43/43 (0 NL) | AC 19; T 14; FF 15 | CMD 20 | Fort +5 | Ref +7 | Will +1 | Init +4 | Percept +4 Previous round: Benson draws his dueling sword and moves toward where he can try to take up a flanking position eventually. This turn:: Benson steps closer and attacks with his now flaming sword. +1 dueling Sword, 2-Hand: 1d20 + 10 ⇒ (17) + 10 = 27
The dancing spirit slams into the plant as well. Slam: 1d20 + 7 ⇒ (14) + 7 = 21
Male Human Fighter 3 / Rogue (Pirate) 1 / Swordlord 1
Quick Stats:
HP 43/43 (0 NL) | AC 19; T 14; FF 15 | CMD 20 | Fort +5 | Ref +7 | Will +1 | Init +4 | Percept +4 Benson has been feeling like a fifth wheel until the trap and locked door was discovered. He pulls out some small tools and sets to work trying to first disable the trap before moving onto the door. Disable Device, MWK Thieves' Tools: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29 For the trap. He jams the mechanism that is supposed to trigger the trap when the wire is pulled. Disable Device, MWK Thieves' Tools: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17 for the door.
Male Human Fighter 3 / Rogue (Pirate) 1 / Swordlord 1
Quick Stats:
HP 43/43 (0 NL) | AC 19; T 14; FF 15 | CMD 20 | Fort +5 | Ref +7 | Will +1 | Init +4 | Percept +4 Sorry for my delay in posting, but one of our cats passed away and it's been a tough few days. I'm going to be posting as soon as I can catch up on what has happened. Thanks for your patience.
Male Human Fighter 3 / Rogue (Pirate) 1 / Swordlord 1
Quick Stats:
HP 43/43 (0 NL) | AC 19; T 14; FF 15 | CMD 20 | Fort +5 | Ref +7 | Will +1 | Init +4 | Percept +4 Benson makes his way up with the others. He reaches in his pack and pulls out a potion bottle, a scroll, and two wands. "This scroll is supposed to help with diseases. The potion and the wands heal wounds. If anyone can make these work, they can use them." The potion is a CMW potion. The scroll casts Remove Disease. One wand is CLW, 2 charges and the other is CMW, 5 charges. Perception: 1d20 + 4 ⇒ (16) + 4 = 20
Male Human Fighter 3 / Rogue (Pirate) 1 / Swordlord 1
Quick Stats:
HP 43/43 (0 NL) | AC 19; T 14; FF 15 | CMD 20 | Fort +5 | Ref +7 | Will +1 | Init +4 | Percept +4 Knowledge (Local): 1d20 + 4 ⇒ (14) + 4 = 18
"Please let us attend to the wounded one," Benson says. "Mr. Churt can then tell you if he recognizes any of us. More importantly, he can help us identify the culprits and bring them to justice. Rogue pathfinders give us all a bad name."
Male Human Fighter 3 / Rogue (Pirate) 1 / Swordlord 1
Quick Stats:
HP 43/43 (0 NL) | AC 19; T 14; FF 15 | CMD 20 | Fort +5 | Ref +7 | Will +1 | Init +4 | Percept +4 Standing toward the back of the newly arrived Pathfinders is Benson Steel. His family name is a Tian word that means steel, but he prefers the sound of it in Taldan. He wears a chain shirt under his traveling togs, with a long curved sword in a fancy scabbard at his side. Those who know their weapons recognize it as an Elven curve blade, a longer version of a scimitar with a thinner blade. His weapons are rounded out by a dueling sword in the Aldori fashion, a silver dagger and a composite longbow. He has a wayfinder dangling from his belt. He is fit and graceful, with a handsome face that shows ancestry of both Taldan and Tian Xia. Having come directly from his ship, the Steel Falcon, he smalls faintly of salt water. Other than nodding in greeting, he lets those already conversing with the witness do the talking.
Male Human Fighter 3 / Rogue (Pirate) 1 / Swordlord 1
Quick Stats:
HP 43/43 (0 NL) | AC 19; T 14; FF 15 | CMD 20 | Fort +5 | Ref +7 | Will +1 | Init +4 | Percept +4 Benson here. It's been a while since I played him online so I'll be checking his profile to make sure it is up to date. Will by ready by start time. I think his profile is up-to-date already. Benson is essentially a fighter-thief, using finesse weapons. I would have made him a swashbuckler if the class had been available when I created the character.
1) Player name: Clebsch73
Male Human Fighter 3 / Rogue (Pirate) 1 / Swordlord 1
Quick Stats:
HP 43/43 (0 NL) | AC 19; T 14; FF 15 | CMD 20 | Fort +5 | Ref +7 | Will +1 | Init +4 | Percept +4 Benson claps his comrades on their backs, except GAB! (Benson was not sure where his back was anyway). He is grateful to be out of the lair of traps and thanks Cayden Callean for getting through another danger filled adventure. He offers everyone a lift on his boat to where ever the wanted to go next. He was ready to check in with the Pathfinder Society for another assignment after enjoying a night on the town in Absalom.
Male Human Fighter 3 / Rogue (Pirate) 1 / Swordlord 1
Quick Stats:
HP 43/43 (0 NL) | AC 19; T 14; FF 15 | CMD 20 | Fort +5 | Ref +7 | Will +1 | Init +4 | Percept +4 Seeing his allies have the undead horror hemmed in, Benson retreats to the door to the room, drawing bow and arrow as he does. He sends an arrow at the creature, hoping for an opening around GAB! and Danduun. Composite Longbow: 1d20 + 8 ⇒ (12) + 8 = 20
Male Human Fighter 3 / Rogue (Pirate) 1 / Swordlord 1
Quick Stats:
HP 43/43 (0 NL) | AC 19; T 14; FF 15 | CMD 20 | Fort +5 | Ref +7 | Will +1 | Init +4 | Percept +4 I think the post above was meant for the gameplay thead. Sorry for my tardy posting. I had a busy workload and felt burned out when I had opportunities to post, so I delayed.
Male Human Fighter 3 / Rogue (Pirate) 1 / Swordlord 1
Quick Stats:
HP 43/43 (0 NL) | AC 19; T 14; FF 15 | CMD 20 | Fort +5 | Ref +7 | Will +1 | Init +4 | Percept +4 Benson stands ready with his tools to assist if a third hand is needed. Disable Device, MWK Thieves' Tools, aid: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
Male Human Fighter 3 / Rogue (Pirate) 1 / Swordlord 1
Quick Stats:
HP 43/43 (0 NL) | AC 19; T 14; FF 15 | CMD 20 | Fort +5 | Ref +7 | Will +1 | Init +4 | Percept +4 Benson waits at the start of the acid pool but when he hears there is nothing of value and no enemies to fight, he makes room for those who went in to come back out and joins with the group exploring other pathways.
Male Human Fighter 3 / Rogue (Pirate) 1 / Swordlord 1
Quick Stats:
HP 43/43 (0 NL) | AC 19; T 14; FF 15 | CMD 20 | Fort +5 | Ref +7 | Will +1 | Init +4 | Percept +4 Benson thanks Uaine for offering to carry the torch. "Seems like there's some light the way we're going. Good thing too, since it's hard to climb a rock wall while holding a torch." "I can probably climb along that wall, but it might be good if GAB! can climb just below in case of a slip." "I expect there's a trap half way along, since that seems like what the designers of this place would do." He uses an unlit torch to try to fish anything from the water that might be useful.
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