Shackles Pirate

Boratio Fishblower's page

48 posts. Alias of Purple Dragon Knight.


RSS


Disguised alias of Son of Cayden

Delcia Highbeam
Female halfling arcanist 4 (ACG 8)
LN Small humanoid (halfling)
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
HP 27 (4d6+9)
Fort +4, Ref +5, Will +5; +2 vs. fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff +2 (1d4-1)
Ranged light crossbow +5 (1d6/19-20)
Special Attacks arcane reservoir (5/day, max 7), consume spells, prescience 6/day
Arcanist Spells Prepared (CL 4th; concentration +8)
2nd (3/day)—glitterdust (DC 16)
1st (5/day)—burning hands (DC 15), ear-piercing scream[UM] (DC 15), vanish[APG] (DC 15)
0 (at will)—acid splash, detect magic, ghost sound (DC 14), light, message, prestidigitation
Bloodline Arcane
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 12, Int 18, Wis 8, Cha 16
Base Atk +2; CMB +0; CMD 12
Feats Extra Arcanist Exploit[ACG], Toughness
Traits helpful[HoG], magic is life[ACG]
Skills Appraise +8, Knowledge (arcana) +11, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +9, Perception +1, Spellcraft +11, Use Magic Device +10; Racial Modifiers +2 Perception; Armor Check Penalty –0
Languages Ancient Osiriani, Common, Elven, Goblin, Halfling, Jistkan, Osiriani, Polyglot
SQ arcane exploits (bloodline development [arcane], quick study, school understanding [divination (foresight)]), arcane bond (bonded item [staff of minor arcana]), fearless, fleet of foot, halfling luck, keen senses, weapon familiarity
Combat Gear acid, staff of minor arcana; Other Gear spell component pouch (2), cloak of resistance +1, wand of cure light wounds (10 charges), wand of mage armor (5 charges), quarterstaff, backpack, waterskin, spellbook (contains all 0th-level spells; all prepared 1st-level spells plus ant haul[APG], color spray, comprehend languages, disguise self, enlarge person, grease, liberating command[UC], mount, obscuring mist, protection from evil, reduce person, shield, and unseen servant; all prepared 2nd-level spells plus alter self, create pit[APG], false life, darkvision, invisibility, knock, mirror image, pyrotechnics), 112 gp
--------------------
Special Abilities
--------------------
Arcane Reservoir Each day, Delcia starts with 5 points in her reservoir, though she can fill it up to a maximum of 7 using consume spells. She can spend one point on a spell to increase the DC or caster level by 1.
Bloodline Development (3 rounds) Use 1 reservoir as a swift action to treat bloodline ability at full level for 3 rds.
Consume Spells (3/day) (Su) Delcia can spend a move action to expend a spell slot and gain a number of points to her arcane reservoir equal to the spell’s level.
Helpful When Delcia uses the aid another action successfully, she grants a +4 bonus to her ally.
Magic Is Life As long as any spell is active on Delcia, she gains a +2 bonus to saves against death effects and always stabilizes.
Prescience (6/day) (Su) At the beginning of her turn, Delcia can roll a d20 and then use that dice result instead of rolling any time until her next turn.
Quick Study (Ex) As a full-round action, Delcia can spend one reservoir point to study her spellbook and swap one of her prepared spells for any other spell in her spellbook of equal level.
School Understanding (3 rounds) As a swift action, Delcia gains a +2 bonus on initiative checks for 3 rounds and always acts on the surprise round during that time.
Staff of Minor Arcana Delcia's bonded staff starts the scenario with 10 charges. She can use 1 charge to cast shield on herself for 8 minutes or 2 charges to cast magic missile and shoot 4 missiles. Each day when preparing spells, she can sacrifice 1 of her 1st-level spell slots to regain 1 charge.

Spells:
Acid Splash Delcia makes a ranged attack at +5 to hit against touch AC. If she hits, it deals 1d3 acid damage.
Alter Self Delcia can transform into any Small humanoid for 4 minutes, gaining a +2 size bonus to Dexterity, or any Medium humanoid, gaining a –1 size penalty to attacks and AC, a +1 size bonus to CMB and CMD, –4 size penalty to Stealth, –2 size penalty to Fly, and a +2 size bonus to Strength. Either way, she gains low-light vision, darkvision, scent, or swim if the creature she chooses has those qualities, so good choices are a Small goblin for darkvision, a Medium half-orc for darkvision, or a Medium gillman for swim.
Ant Haul A touched target gains a tripled carrying capacity for 8 hours. Burning Hands Delcia sprays a 15-foot cone of fire that deals 4d4 fire damage to every creature in the area (DC 15 Reflex for half).
Create Pit Delcia can create a 10-foot-by-10-foot hole in the ground within 140 feet that leads to another dimension consisting only of a 20-foot deep pit. All creatures standing on the hole must roll a DC 16 Reflex save to avoid falling in the pit. If they make the save, they can choose a spot next to the pit and move there automatically. Those that fall into the pit take 2d6 falling damage and fall prone if they don’t negate the damage. They can try to climb out of the pit, but the DC is 25 so they’re probably stuck there (they can climb against a corner for +5 or if they are Large they have leverage from both walls and get a +10). All creatures who end their turn next to the pit also need to roll a DC 16 Reflex save with a +2 bonus or fall in as well. The pit lasts 5 rounds and then the creatures return harmlessly.
Cure Light Wounds Delcia’s wand heals a touched target for 1d8+1 damage. Delcia needs to roll a Use Magic Device check to activate her wand.
Darkvision The touched target gains darkvision 60 ft. for 4 hours.
Detect Magic Delcia can notice magic in a 60-foot cone. If she concentrates, she can find how many magic auras there are on the next round. On the round after that, she can try to find out more about one aura.
Ear-Piercing Scream Delcia deals 2d6 sonic damage to a target within 35 feet and dazes it for a round. If it makes its DC 15 Fortitude save, it takes half damage and avoids being dazed.
False Life Delcia gains 1d10+4 temporary hit points for 4 hours, which can put her above her maximum. She always loses temporary hit points first before losing her regular hit points.
Ghost Sound Delcia can make illusory noises as loud as up to sixteen humans in any spot within 35 feet for 4 rounds, but she can’t create discernible speech.
Glitterdust Creatures in a 10-foot radius take a –40 to Stealth and lose the benefit of invisibility and the like for 4 rounds. They are also blinded if they fail a DC 16 Will save, but at the end of each of their turns, they can attempt the Will save again to end the blindness.
Invisibility A touched target vanishes for 4 minutes or until the target attacks. While invisible, the target gains +20 to Stealth (+40 if standing perfectly still). The first attack before becoming visible gains a +2 to hit (and the enemy likely loses its Dexterity bonus to AC).
Knock Delcia attempts to magically open something locked, rolling at +14 against the Disable Device DC to remove up to two means of locking the door (such as a mundane lock and the arcane lock spell, though it only suppresses arcane lock for 10 minutes).
Light An object Delcia touches sheds light for 40 minutes. She can’t have more than one copy of this spell active at once.
Mage Armor Delcia's wand grants a touched target a +4 armor bonus to AC for 1 hour.
Magic Missile Delcia’s staff shoots out 4 missiles of force at up to 4 targets all within 180 feet of Delcia and no more than 15 feet from each other. The missiles automatically hit and deal 1d4+1 damage each, even to incorporeal creatures.
Message Delcia can whisper messages to the target for 40 minutes as long as they remain within 140 feet and aren’t obstructed, and the target can respond each time Delcia sends a whisper. Nearby creatures might be able to overhear the messages (DC 25 Perception).
Mirror Image 1d4+1 copies of Delcia weave around her for 4 minutes. Any attack requiring an attack roll has an equal chance to hit and destroy each image, missing Delcia, as it does to hit Delcia (so with 3 images, there would be a 1 in 4 chance to hit Delcia and a 3 in 4 chance of destroying an image). An attack that misses by 5 or less also destroys an image. If the enemy can’t see the images, it is not fooled.
Obscuring Mist Delcia calls forth a mist in a 20-foot-radius spread centered on her for 4 minutes or until a moderate or strong wind blows it away or a fire spell burns it away. Until then, the mist blocks vision (even darkvision). Attacks against adjacent creatures in the mist suffer a 20% miss chance from concealment, and creatures farther into the mist have total concealment (50% miss chance and can’t be targeted by sight).
Prestidigitation Delcia can perform simple magic tricks for 1 hour, such as cleaning her outfit, chilling her drink, or flavoring her meal.
Pyrotechnics Delcia can make a fire within 560 feet flare up into either fireworks or a cloud of smoke. The fireworks blind all creatures within 120 feet of the fire who can see it for 1d4+1 rounds unless they succeed at a DC 16 Will save. The smoke billows in a 20-foot radius, blocking all sight for 4 rounds. Creatures within must make a DC 16 Fortitude save or take –4 penalties to Strength and Dexterity as long as they stay in the smoke and 1d4+1 rounds after.
Shield Using her staff, Delcia gains a +4 shield bonus to AC for 8 minutes and becomes immune to magic missile. If she casts it herself, it lasts only 4 minutes.
Vanish One target Delcia touches becomes invisible for 4 rounds or until the target attacks. See invisibility above for more details.


Disguised alias of Son of Cayden

Imrijka 4
Female half-orc inquisitor of Pharasma 4 (Pathfinder RPG Advanced Player's Guide 38)
NG Medium humanoid (human, orc)
Init +6; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 28 (4d8+5)
Fort +6, Ref +6, Will +7
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft
Melee mwk dagger +6 (1d4+2/19-20)
Ranged +1 composite longbow +8 (1d8+3/×3)
Special Attacks judgment 2/day, teamwork feat
Domain Spell-Like Abilities (CL 4th; concentration +6)
. . 5/day—gentle rest
Inquisitor Spell-Like Abilities (CL 4th; concentration +6)
. . At will—detect alignment
Inquisitor Spells Known (CL 4th; concentration +6)
. . 2nd (2/day)—flames of the faithful[APG] (DC 14), resist energy
. . 1st (4/day)—divine favor, expeditious retreat, litany of sloth[UC] (DC 13), remove fear
. . 0 (at will)—create water, detect magic, disrupt undead, guidance, sift[APG], stabilize
. . Domain Repose
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 10, Wis 15, Cha 8
Base Atk +3; CMB +5; CMD 19
Feats Escape Route[UC], Point-Blank Shot, Precise Shot
Traits child of the temple, undead slayer, true devotion
Skills Bluff +3, Diplomacy +3, Heal +6, Intimidate +8, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (local) +1, Knowledge (nature) +4, Knowledge (nobility) +5, Knowledge (planes) +4, Knowledge (religion) +8, Linguistics +1, Perception +9, Ride +7, Sense Motive +8, Spellcraft +4, Stealth +7, Survival +6; Racial Modifiers +2 Intimidate
Languages Common, Orc, Varisian
SQ monster lore +3, orc blood, solo tactics, stern gaze +2, track +2
Combat Gear +1 holy arrow, +1 limning arrow, +1 seeking arrows (2), scroll of align weapon, scroll of consecrate, scroll of see invisibility, wand of cure light wounds (9 charges), acid, alchemist's fire, antitoxin, holy water (2), smokestick, weapon blanch (adamantine)[APG]; Other Gear mwk chain shirt, +1 composite longbow (+2 Str) with 20 blunt arrows, 50 cold iron arrows, and 20 silver arrows, mwk dagger, cloak of resistance +1, backpack, bedroll, belt pouch, candle (10), flint and steel, rope (50 ft.), holy text of Pharasma, manacles, mess kit, pot, scroll case, soap, spell component pouch, torch (2), trail rations (2), waterskin, silver holy symbol of Pharasma, 18 gp
--------------------
Special Abilities
--------------------
Detect Alignment Imrijka can cast detect chaos, detect evil, detect good, or detect law as a spell-like ability at will. She detects the presence of her chosen alignment and can concentrate on the spell for additional rounds to learn more.
Escape Route Imrijka does not provoke attacks of opportunity for moving through squares adjacent to allies or through their spaces.
Gentle Rest Five times per day as a melee touch attack, Imrijka can fill a creature with lethargy, causing a living creature to become staggered for 1 round. If she touches a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures she touches are staggered for 3 rounds.
Judgment Twice per day, Imrijka can pronounce judgment upon her foes as a swift action, granting her one of the benefits listed below. As a swift action, she can change any of the benefits to a different option. Once activated, this ability lasts until combat ends, at which point all of the bonuses immediately end. Imrijka must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise unable to participate in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

Judgement Benefits:

Destruction: Imrijka gains a +2 sacred bonus on weapon damage rolls.
Healing: Imrijka gains fast healing 2.
Justice: Imrijka gains a +1 sacred bonus on attack rolls.
Piercing: Imrijka gains a +2 sacred bonus on concentration checks and caster level checks to overcome a target’s spell resistance.
Protection: Imrijka gains a +1 sacred bonus to AC.
Purity: Imrijka gains a +1 sacred bonus on saving throws.
Resiliency: Imrijka gains DR 1/magic.
Resistance: Imrijka gains acid, cold, electricity, fire or sonic resistance 4.
Smiting: Imrijka’s weapons overcome damage reduction as if they were magic and good.

Monster Lore Imrijka gains a +3 bonus on Knowledge checks to identify creatures’ abilities and weaknesses. This bonus includes an extra benefit from her favored class bonus.
Orc Blood Imrijka counts as both an orc and a human.
Orc Ferocity Once per day, when Imrijka is brought below 0 hit points but not killed, she can fight on for 1 more round. She moves at half speed and can either take a move action at no cost or a standard action. Doing either deals 1 point of damage to her. Unless brought above 0 hit points, she immediately falls unconscious and begins dying at the end of her next turn.
Point-Blank Shot Imrijka receives a +1 bonus on hit and damage rolls with her bow when she is within 30 feet of her target.
Precise Shot Imrijka does not take a penalty for firing into melee.
Solo Tactics Imrijka benefits from Escape Route as though her allies also had that feat.
Teamwork Feat Imrijka can switch her Escape Route feat to another teamwork feat up to 3 times per day. A good choice is Enfilading Fire, which grants a +2 bonus on ranged attack rolls against flanked foes.
Track Imrijka gains a +3 bonus on Survival checks to track creatures.
Undead Slayer Imrijka gains a +1 trait bonus on weapon damage rolls against undead.
Spells and Gear Imrijka has access to the following spells and gear.
True Devotion Once per day when casting a divine spell, you can attempt to cast the spell without losing the spell from its spell slot or using one of your allotted spells per day. There is a 20% chance that this attempt is successful. In addition, select one domain or inquisition you have. You can use the first granted power of that domain or inquisition one additional time per day. You must have a good alignment and be class capable of casting divine spells in order to select this trait.

Spells and Gear:

+1 holy arrow This arrow deals +2d6 points of damage to evil creatures.
+1 limning arrow This arrow outlines a magically concealed creature for 1 round, suppressing effects like blur, displacement, and invisibility.
+1 seeking arrow This arrow negates any mischance that would apply on Imrijka’s attack roll as long as she targets the correct square.
Align Weapon Imrijka’s scroll causes a weapon to become chaotic, evil, good, or lawful for the purposes of bypassing damage reduction.
Blunt Arrows These arrows deal bludgeoning damage. If Imrijka takes a –4 penalty on her attack roll, they deal nonlethal damage.
Consecrate This scroll creates a 20-foot-radius area for 6 hours that grants a +3 sacred bonus to the DC to resist positive channeled energy. Undead in the area take a –1 penalty on attack rolls, damage rolls, and saving throws. Undead may not be created or summoned into the area.
Create Water Imrijka creates 8 gallons of water within 35 feet. It lasts a day if no one drinks it.
Cure Light Wounds Imrijka’s wand heals a touched creature for 1d8+1 points of damage.
Detect Magic Imrijka can notice magic in a 60-foot cone. If she concentrates, she can find how many magic auras there are on the next round. On the round after that, she can try to find out more about one aura.
Disrupt Undead Imrijka can make a ranged touch attack at +7 against an undead target within 35 feet. If she hits, she deals 1d6 damage.
Divine Favor Imrijka grants herself a +2 luck bonus on attack and damage rolls for 1 minute.
Expeditious Retreat Imrijka’s speed increases to 60 feet for 4 minutes.
Flames of the Faithful Imrijka’s weapon deals an extra 1d6 points of fire damage for 4 rounds. The effect ends if she drops the weapon.
Guidance Imrijka can give a touched target a +1 competence bonus that the target can use on any attack roll, saving throw, or skill check in the next minute.
Litany of Sloth As a swift action, Imrijka can cause a target creature within 35 feet who fails a DC 13 Will saving throw to become unable to take attacks of opportunity or cast spells defensively for 1 round.
Remove Fear Imrijka selects two creatures within 40 feet that are within 30 feet of each other. She suppresses all current fear effects on those creatures for 10 minutes. During that time, the creatures gain a +4 morale bonus on saves against further fear effects.
Resist Energy Imrijka or a touched creature gains resist energy 10 against her choice of acid, cold, electricity, fire, or sonic.
See Invisibility Imrijka’s scroll allows her to see any objects or beings within her sight range that are invisible or ethereal for 30 minutes. They appear as translucent outlines.
Sift Imrijka can search one 10-foot cube within 30 feet, attempting a Perception check with a –5 penalty (total +4) to notice any secret doors, traps, or hidden treasure. She must be able to see the area.
Stabilize Imrijka can target a living creature at –1 hit points or lower within 35 feet. The creature automatically stabilizes.
Weapon Blanch (adamantine) Imrijka can coat one weapon or 10 pieces of ammunition by pouring the coating on and then exposing the weapon to ame for 1 round. The weapon’s
next successful hit penetrates DR/adamantine.

Background:
Imrijka has traveled much of Ustalav and beyond—she has guarded an expedition to the bony towers of Kalexcourt, spent a night in the haunted hotel known as House Beumhal, been shouted off the porch of retired monster hunter Ailson Kindler (but not before getting her copy of Hunter’s Moon signed), and had numerous other adventures. Increasingly, though, her interests and research send her beyond Ustalav’s borders, where she treads with her goddess’s blessing, bringing judgment to all who would violate the laws of life and death. In her travels she’s faced significant prejudice, but tales of Pharasma’s “monster monster-hunter” and Imrijka’s ever-present arsenal convince most bigots to keep their fool mouths firmly shut, especially when they’re in her presence. She still pursues the mystery of the unnamed man in white who may be her father, but for now, the future holds far greater promises for Imrijka. Her focus clear, she strides into tomorrow boldly, confident in her faith, her direction, and her identity.


Melkiador wrote:
Of course, you should be able to charge upwards at 44 degrees or less, though that's complicated as movement is typically measured square to square to square and moving upwards from one square to another would be hard to do without it being a 45 degree incline. The rules were always a bit hazy with regards to 3D movement though. For a charge, I would just expect a clear path from point A to point B, which could be an incline less than 45 degrees

Yeah... I was wondering about cases where you only have a 10 or 20 deg angle. Like charging 70 feet down a lane and only going 10 or 25 feet up. Seems simpler to just apply the 1/2 move rule to anything between 0 and 46 deg though...


The spell says you move at half speed going up; does this mean you can't charge upwards or can you still do it by just paying the additional movement cost?


So... who else hasn't been able to watch JJ season 3 past the second show... I... just can't... watch this show anymore... blech!


Disguised alias of Son of Cayden

Backstage, Son puts on the beard once more, and thinks, Aquavius is killing it! that's gonna be a tough act to follow! better go for extra silly, as she's got serious pinned down pretty good...

Hoping they won't take it too personally, Son of Cayden starts roasting Cheliax:

"How does every Egorian joke start?
By looking over your shoulder.

Whats the difference between a smart Egorian man and a unicorn?
Nothing, they're both fictional characters

A noblewoman once asked the queen "What's the secret of a long life?" To which the queen replied "don't piss me off!

One morning, two men from Egorian are strolling down a street, when they see a stray dog licking its own testicles. One of the men turns to the other and says, "Say, I wish I could do that!" His mate watches the dog for a moment, sighs longingly, and replies, "I should say so! But don't you think you ought to get to know him first?"

Perform Comedy: 1d20 + 9 ⇒ (20) + 9 = 29

Adapted from source: http://www.jokes4us.com/miscellaneousjokes/worldjokes/englandjokes.html


Disguised alias of Son of Cayden

Assuming prestidigitation can't blow the sand off those tiles, Berato will then shrug and try to jump the gap too!

Jump: 1d20 + 4 ⇒ (15) + 4 = 19

Boratio then recovers his tiny barrel!


Disguised alias of Son of Cayden

"Stand back ev'ryone!!"

Boratio pulls out his small (now empty) keg of ale and rolls in in the trackless area!

Ranged 'bowling' check?, vs. AC 5 square?, inspire courage!: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Boratio cast mage hand to keep rolling it from the top if it stops!


Disguised alias of Son of Cayden

Boratio draws his whip and his rapier and looks behind the fish barrels.

Perception: 1d20 + 1 ⇒ (10) + 1 = 11


Disguised alias of Son of Cayden

Boratio takes one last swig of beer and follows Aiden. "This gathering left a lot to be desired anyways..."


Disguised alias of Son of Cayden
Reggie Bottleberry wrote:
He's rarely been in a place that needed to feel the flames of freedom more intensely but he just is not at all sure how to ignite them.

This sums up Boratio's thoughts very well.


Disguised alias of Son of Cayden

Boratio starts the negotiations...

"I got 2 gallons of ale - FROM THE OUTSIDE! - as a starter! bring yer tankards boys, same fer ye, Cessia! THAT, I provide to ye all fer free!"

Boratio taps the small keg and starts filling mugs, including his own, and drinks heartily.

"Fer my share, how 'bout I provide five quality daggers?"

Boratio begins drawing daggers from his left wading boots... and fishing deep, his trousers, underneath the wading boots... then at the bottom of his backpack... and then one from under his shirt, down the middle... and one... from... under... his hat!

One of the daggers has the coat of arms of Taldor, one has the wings of Andoran, two appear to have the cross of Cheliax and one... one is just strange, crude in style, yet functional, with an handle wrapped in elk-skin and probably from some Kellid tribe up north...


Disguised alias of Son of Cayden

"Of course, dear Cessia! we have the utmost respect for yer trade and would expect no less. You get what ye pay for, after all! We're no beggars knockin' at yer door, and we'll pay what ye ask fer."

Boratio sits and open his backpack, displaying some of his items. Looking at the rest of the Pathfinders, he says, "Come now lads and lasses! show her what ye got, and perhaps we can all chip in somewhat equally instead of one of us havin' to fork it all over fer the others!"

Boratio raises an eyebrow and watches who's being cheap and uncooperative in the party.


Disguised alias of Son of Cayden

"Agreed! me name be Boratio... Boratio Fishblower at yer service! My my... 'tis the place ta be in Pezzack! look at those snuff boxes!! ye be livin' in style, my dear Cessia! my compliments to ye and yer fiiiine establishment..." says Boratio, bowing low and tipping his tricorne hat to her, offering to kiss her hand like a proper gentleman would.


Disguised alias of Son of Cayden

"Agreed! let's come back later when it's dark!"


Disguised alias of Son of Cayden

The party circles the warehouse looking for the best entrance.

Perception assist 575 attempt: 1d20 + 1 ⇒ (1) + 1 = 2

Inspire Competence on 575 using fun armpit fart sounds here and there, and everywhere; the infrasonic reverberation actually helps the reptilian dude hear better and map out the texture of the building --> +2 to Perception on each of the 4 faces of the building; 4 rounds of bardic performance spent


Disguised alias of Son of Cayden

Boratio follows Reggie and Aquavius around the warehouse, waving for the others to follow.


Disguised alias of Son of Cayden

"Hey Reggie - sorry about earlier. There's no good way to deal with the Asmodeans, and I didn't want him to lash out against you. Still, it pained me to say the false words, and I want you to know I don't believe any of them. This was just a way to use his bias against him. We should come at dawn and free that guy after the ex high priest raises him from the dead. That, or at least ensure the man gets his eternal rest by stealing the corpse and giving him a proper burial. In other words: break him out of his eternal jail."


Disguised alias of Son of Cayden

"Bad halfling! bad! I'm so sorry Mr. Aructus! it's so hard to find good slaves these days, and this one is best at what he does, that is ride horses and handle beasts, and NOT run his mouth to High Priests of Asmodeus! now, get back to town, you!"

Bluff to pretend Reggie is Boratio's slave to avoid wrath of Khan here...: 1d20 + 9 ⇒ (18) + 9 = 27


Disguised alias of Son of Cayden

"Yarr! 'tis musta been a heinous crime I'm sure! our most sincere apologies, former high priest Aructus. Is there a large crowd spectating the execution every morning? I'd be interestin' to see yer power at work!"


Disguised alias of Son of Cayden

"Sumthin's not right with this stiff man! look! its clothes are ragged but the flesh ain't goin'! We're tryin' to take a look at what's goin' on here. Did you put that man up there? what was the man's crime, if ye don't mind me askin'?"

Diplomacy: 1d20 + 9 ⇒ (13) + 9 = 22


Disguised alias of Son of Cayden

Done!


Disguised alias of Son of Cayden

Asking the rest of the party, assuming we're all there. If there's no magic involved, is there a skill that would help deciphering what's going on here? perhaps a skill that involves putting rags on to try to impersonate someone? :) i.e. have they stuffed a fresh corpse into an old corpse's clothes to try to hide a recent body in plain view?

disguise check to see if corpse was... disguised?: 1d20 + 7 ⇒ (6) + 7 = 13
heal or perception: 1d20 + 1 ⇒ (6) + 1 = 7

"YAAR! blasted beard and hat are in the way.... can't see shyte from sky! can someone help me bring this stiff down?"

Strength check to lower carefully, taking 10, STR 17: can drag 1,300 lbs: 10 + 3 = 13


Disguised alias of Son of Cayden

"I don't get why the clothes are ragged but the corpse looks like it's new... anyone here seen this sorta thing b'fore?"

is there a pulley system holding this cage up? is there a way to slowly bring it down?


Disguised alias of Son of Cayden
The World's Most Interesting GM wrote:
The strange thing is that even while the clothes look as though they have been hanging outside since the Second Ashes five years ago the man looks as though he was hung only this morning. Sea birds roost on the gallows pecking idly at the dead man's face, fingers and toes.

Boratio casts a minor spell of detection to see if there is magic at work here...

Detect Magic, 60'. Is is possible to bring the corpse down? would anyone notice here?


Disguised alias of Son of Cayden

will post late tonight; on the road right now; feel free to bot me


Disguised alias of Son of Cayden

"Yarr! will not part with this old accordion! it's got me through tough times..."


Disguised alias of Son of Cayden
Auntie, wrote:
"Glow sticks only buy so much.... Were you looking for a friend, or a crueler mistress?"

"No cruelty please! this humble fisherman is in need of LOVE! bwahahahaha!"

Boratio winks, for a long time, to emphasize this to be a 'discreet' affair...


Disguised alias of Son of Cayden

Into his 4th beer already, Boratio is a bit loud now, and welcomes Aiden with gusto!

"YAAAAAARRRRR! AIDEN!! COME THIS WAY! AUNTIE'S BREW IS THA PPPEST! B-BREAST! errrmm.... BBBBBBBBBBBESSST! I MEAN!! HA HA HA! YAAAAAAAAAAR!!!!!!"


Disguised alias of Son of Cayden

"Keep the ale coming Auntie! it's an exquisite nectar from the gods! also, can we bunk somewhere below? got any rooms? or hammocks? also, Boration needs friendship tonight... the sea has been a cruel mistress..."


Disguised alias of Son of Cayden
Auntie, wrote:
Then she squints at Fishblower. "What other Jax would we be talking about?"

"Well, I knew Jax was involved with magicks... didn't know he was also some kind of artist fellah! what other tricks can he pull from his sleeves?"

Bluff: 1d20 + 9 ⇒ (11) + 9 = 20


Disguised alias of Son of Cayden

"Yarr! do ye know where he'd be doin' tha waitin'? an' why is he bothered with some theater business? are we talkin' about the same Jacks?"


Disguised alias of Son of Cayden

"Ye mean aside from testin' barnacle-removal creams? well... lemme see... ye haven't seen good ol' Jax Telandril about have ye? been told he could help us test out that barnacle cream... aside from that, wonderin' if ye heard o' when the new fishin' licenses will go out fer sale? me stupid brother-in-law sold ours two winters ago, and now all the work we do involves beggin' and scrapin' fer work to the few license holders left in town... yarr........"

overall bluff on everything: 1d20 + 9 ⇒ (16) + 9 = 25


Disguised alias of Son of Cayden

"Yarr.... pains me to part with it, but how about this good old accordion me aunt gave me when I was a boy? worth at least 5 gold pieces on the mainland?"

Bluff about the aunt giving him the accordion: 1d20 + 9 ⇒ (1) + 9 = 10 +1 if from Taldor
Diplomacy: 1d20 + 9 ⇒ (8) + 9 = 17 +1 if from Taldor


Disguised alias of Son of Cayden

"YARRR! Yarr! yar.... hmmm... ye run a tight ship here Madame! Watcha be needin' for a few pints of ale? let's see if we can accomodate ye!"


Disguised alias of Son of Cayden

"Yarr!! if asked, we shall tell the ladies that yer workin' on some magical grease that prevents barnacles from stickin' ta ships' hulls! I've volunteered me ship for ye to try your concoction!"

As the trio gets closer to Auntie's, Son of Cayden scans the mass of ships that makes up Docktown, and try to spot a nice private yacht or sailing vessel that looks at least maintained and livable... :)

Perception: 1d20 + 1 ⇒ (8) + 1 = 9

Muttering to himself, or to Reggie's wolf (hard to say), Boratio says, "Yarr.... only shytey vessels about... maybe that's for the best... ne'er good to raise a lady's expectation needlessly... a fisherman like meself would have no fancy vessel... YARR!! perhaps a briney, cod-scented sloop is what's needed with Auntie's most faithful sisters!"


Disguised alias of Son of Cayden

"Yarr... Reggie! don't be sad! I had no luck either. Maybe this time at sea made me impatient and the people of this town can feel that... come with me! I'll buy ye a drink... and maybe other things.." says Son of Cayden, dragging the halfling cavalier into Auntie's establishment... :)


Disguised alias of Son of Cayden

I suggest we all gather info at the same time, each of us asking about a different part of town

Knowledge Local, Auntie's, Docktown: 1d20 + 5 ⇒ (7) + 5 = 12 for 1d4 ⇒ 4 hours.


Disguised alias of Son of Cayden

knowledge arcana: 1d20 + 5 ⇒ (4) + 5 = 9

"Yarr! finally a place to drink! or at least to dip my quill into! Yarr!!!"


Disguised alias of Son of Cayden

"..yarr... couldn't pass for a wee lad student anyways... cunsid'rin' the squareness of me shoulders an' all... I'mma fishman all the way 'tis time... all the way! AWWRIGHT THEN! Inkwell in the mornin' or lunch or whatevah! I'mma hittin' the hay soon lads and lassies! POPPO! do ye have a supply of ale here fer the night? or at least sum naiiiice crisp 'n fresh water? would be much obliiiiged if ye do..."


Disguised alias of Son of Cayden

Son of Cayden looks at the ensemble of disguises made available to them, looks down at the expensive disguise he's purchased, and says, "Oh... fish!"


Disguised alias of Son of Cayden

"Thanks fer the info, Poppo! we shall keep the Gold Street option 'til last, methinks. That way we won't need payin' if we find the info fer free elsewhere!"


Disguised alias of Son of Cayden

"Aw come on Poppo! your secret's safe with us!"


Disguised alias of Son of Cayden

"Yarr... Nagaji-man... 'tis a good point. Hmmm...."

Boratio appears very crestfallen as a sudden... ... ....


Disguised alias of Son of Cayden

"Of all tha places you've spoke of, which one is closest to a tavern? all this talk has made me mouth drier than an Iomedean on shore leave!"


Disguised alias of Son of Cayden

Boratio sticks a leg at the contraption to rinse off the wading boots, careful to avoid the scrubbing sponge... then, satisfied he can manage around it, he rinses one limb at a time, one after the other. Content that he got the worse out while retaining a faint, bearable Scent-O-Fish, Boratio rejoins the group and listens to the Professor.

After the Professor is done, he says, "Yarr! that's a lot of folks fittin' under one skull, methinks... no wondah tha chap's tired of secrets! me, all I'm good fer is to keep ta one good ol' identiteyyyy! BORATIO FISHBLOWA! that's me! yessir! YARRR!"

Son of Cay... err... Boratio pauses to look around a bit, then resumes, "So, where da ya think we shud' stert? I've git a mind to avoid tha Academy fer now, if them fancy boots are a watchin'..."


Disguised alias of Son of Cayden

"Nay skipper! I'm with these landlubbers, and must stay in the fish hold! I'm a fisherman yes, but I'm on vacation! YAAAARRR! Rolling in the fishes is part of the experience! the full package YAARRR!!"


Disguised alias of Son of Cayden

A man in full fisherman's gear stumbles on the upper deck, "YAARRR!! DON'T YE BE LEAVIN' WITHOUT ME! Yaaaarr! yaarrr! yarrr!? ... YAAARRRR!!!"

Bluff to sound fisherman-like; to match the perfect disguise!: 1d20 + 9 ⇒ (11) + 9 = 20

He proceeds to jump waist-deep into the fish hold, wading boots protecting his watering implement perfectly!