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(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)
![]() Bricker sneers, even he is not one for running but his blade did little to harm the rat so he takes Eles advice and moves a ways back down the stairs and out of harms way perhaps he shall pay Turvin a visit provided he hasn't already scampered up the rope to the top of the tower. Bricker moves back down the stairs as far as he can if possible entering the old mans room. With +4 cover and +4 vs aoo I doubt that the rats even have a chance to hit him with their aoos but if they want to roll anyway :) ![]()
(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)
![]() Bricker is not affected by those sneak attacks (uncanny dodge), so is actually at 12/35 Feint attempt:1d20 + 8 ⇒ (19) + 8 = 27 If successful target loses dex to Ac to this attack. Bricker attempts to feint his opponent, holding at his grievous wound but then at the last second comes in with an unexpected strike. 1d20 + 9 ⇒ (18) + 9 = 27
aoo:1d20 + 9 - 4 ⇒ (4) + 9 - 4 = 9
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(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)
![]() Escape Artist:1d20 + 11 ⇒ (17) + 11 = 28 Bricker avoids screaming for help not wanting to pleasure his opponents he merely takes there lucky blows and winces, he will see them pay for there actions but now his mind is on escape, he thinks back to one of his old tactics he often used back in his day of thievery in outlying towns, using his small frame he slips out of the creatures grasp. If possible on the surprise round Bricker will five foot out of the room, not sure if you can take them in surprise round but if I can he surely will. ![]()
(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)
![]() Bricker does not heed the elder words and hopes that they cannot be heard by any further up. Bricker opens the door slowly just have a wee peek in the room, he does not enter at this moment he tells Ziz not to enter either not until he has a chance to check it out. Perception:1d20 + 17 ⇒ (10) + 17 = 27 +2 if versus traps
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(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)
![]() "Fine then, if you'll excuse me." Bricker begins to make for the stairs he took earlier but not without calling back to Ziz and Lummel to keep an eye on Turvin. Bricker sneaks up to the second floor and keeps his eye out for traps or little rat folk, once there (I assume every floor would have a room of sorts.) he will listen at the door to the room, if the door is open he will poke out his little head to see what he can see. Perception:1d20 + 17 ⇒ (4) + 17 = 21 +2 if versus traps
It would appear Alvis's luck has rubbed off on me :( ![]()
(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)
![]() "Your little experiment proves nothing Lummel the rats outside were in there hybrid form while human they not be benefiting from the curse." Bricker sneers "Well then Turvin, if you do speak true than I suppose you wouldn't mind if the guard just take a little peek upstairs then, just to make sure that your safe." @Lummel: Bricker motions Lummel to over to whisper something into his ear. "There is no sewer access on this floor and something tells me that it wouldn't be farther up, obviously these rats are not alone in this no way they could have even got this far especially during the fair everyone's up and about at this time, there is something going on here I just know it." ![]()
(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)
![]() "Lummel this man is holding secrets I be knowing it how can you so easily trust him...." Bricker lowers his blade slowly. "And nay we hasn't explored the whole tower yet was expecting most of em to stray down here so..." Bricker stops complaining realizing it will and never does get him anywhere he carefully examines the mans cut to see if it heals, years of age could do a little something to even a wererats abilities. Perception:1d20 + 17 ⇒ (1) + 17 = 18 ![]()
(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)
![]() Curse me smallness and bad rolls :( "It old ye I'm no pesh addict you....Ziz find Lummel and get him in here and the others, he's in the guard and perhaps he can talk some sense into him." Bricker calls to Ziz he does not put down his blade. ![]()
(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)
![]() "I doubt he will answer that Ziz having a rogue break into your house and bash you over the head can be a bit strenuous." Bricker calls back to Ziz as he round the corner into the room he than turns back to the elder. "And no Turvin this ain't be another of me friends come to "rob you blind" My name be Bricker Longfellow no doubt of some renown, and if you haven't heard of me than you need to get out more. Oh, and this be Zizzafalithax also of some renown in our little city here, since you clearly spend all your time cooped up in this little tower of yours and not outside enjoying the great festiv...or what was the great festival till the ratfolk arrived...." Bricker shakes his head realizing he is going no more and the man will just make up some more excuses. "I'm fed up with this Turvin, rats reside in this tower and you are no doubt aware of this, tell me everything you know I'm turning you over to the guard, resist and sword goes through your throat. Oh, and don't worry I have plenty of "evidence"." Intimidate:1d20 + 5 ⇒ (10) + 5 = 15
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(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)
![]() Perhaps that rat women lied to us but she didn't seem the sort, and then why would these rats be outside to ambush us... Bricker thinks to himself. "I suppose you are unaware then rats big ones attacked outside and as far as I know are wreaking havoc all of over the bloody city, so if you would please keep your voice down. Well then Turvin if you are watcher of this tower as you proclaim, could you perhaps explain to me the layout of this tower and what in hell those ropes are for." Bricker is stil not convinced this one old codger looks after the whole bell tower or even that he is not with the rats so he trys to get what he can out of him hopefully finding some sort of weakness in him. Sense motive 1d20 + 12 ⇒ (18) + 12 = 30
Rolled sense motive above as well so if he found anything out from that either let me know. ![]()
(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)
![]() Sense motive:1d20 + 12 ⇒ (14) + 12 = 26 Guess I can't crack anything out of him, damn but if he keeps up his complaining our opportunity at a stealthy approach is ruined.""sigh" get up, and hurry downstairs and keep your voice down or I will be sure to remove your vocal chords for you." Bricker helps the man up and sort of push/guides him down the stairs keeping his blade against the back of his neck he leads him down into the room from which the man came to guarantee that none of the mans loud cry's can be heard above. "Now tell me who you are, who you really are, and if you help me perhaps we can work something out in both of our favor." Diplomacy attempt:1d20 + 5 ⇒ (1) + 5 = 6 ![]()
(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)
![]() "Hold fast old man make another move and a blade will be through your throat, you have some explaining to do and I have some questions." He pauses a moment to catch his breath. "You are no doubt aware of the rats on the upper floor, so tell me sir why is it that you find yourself in this tower at this time hmm there is no way that the critters could have made it up there unnoticed so none of your cheap excuses will work on me so do tell what is it the one they call Spuim is planning how and were are the guards and who is to blame for ruining my favorite day of the year." Bricker has no intent of actually gutting the man even if he is one of the rats only if he trys to put up resistance would he actually strike and it would no doubt be nonlethal. ![]()
(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)
![]() Sorry for late reply been sick all week. Bricker is more worried about the man who slowly makes way up the stairs then the wererats outside and there could double triple or even more if this man is allied with the rats or is himself. He hurries up the stairs still trying to stay silent although he can't be seen he sneaks up behind the elderly man sap at hand and bashes the the man over the head hopefully knocking him unconscious. If the man is downed: "Sorry bout that old man but the risk was to high and we have a few questions for ye anyhow." He then turns to Ziz. "Ye can stop yer hiding we got trouble downstairs and although Ele and the Dwarf are clearly capable of handling them selves well they can have all the fun." Smiles Bricker. "First we gotta lug this body down there and tie him to his lovely chair we can question him after the rats outside are dealt with." If Not: Bricker gives warning to Ziz not shouting it of course but tell him to prevent the mans escape because if a blow like that can't take down an old man then he is no doubt a rat :). Stealth:1d20 + 14 ⇒ (15) + 14 = 29
Hit:1d20 + 8 ⇒ (20) + 8 = 28
Confirm:1d20 + 8 ⇒ (12) + 8 = 20
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(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)
![]() After the man makes a fair distance up the stairs Bricker moves beside the exterior door and unlock it with the key at hand, he then swings the door open to face Alivis and Eles who probably cany see the invisible halfling he can only hope they get the signal. Not sure if the elderly man is friend or foe he can only hope his friends outside can help with this situation. After opening the door he realizes it had probably made a fair amount of noise perhaps attracting the mans attention he sneaks into the small room from which the man came to get a better look at his surroundings and perhaps something to help with his situation. If needed:
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(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)
![]() Bricker will open the interior door a wee tad and peer inside to see what he can see if there are no enemy's he quaffs his invisibility potion at hand and steps inside. If door is locked assuming that the key ring hold the key he will obviously first unlock said door. If necessary
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(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)
![]() Bricker snatches the key ring from the hook and silently makes his way over to the right door and listens to see if he can hear anything from the room beyond. Stealth:1d20 + 14 ⇒ (14) + 14 = 28
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(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)
![]() Once Bricker sees that the rope is secure he climbs up himself but not without saying some last few words to the Dwarf. "Wait for the others down here on our signal you charge in, you will know it when it happens. If we ain't back in a few minutes than you can assume that things might be getting rough." He carefully scans his surroundings and slowly stealthy makes his way down the stairs. he keeps a Invisibility pot at hand incase needed. Perception:1d20 + 17 ⇒ (11) + 17 = 28
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(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)
![]() "I somehow doubt that these rats are dwelling on the higher floors if I can get up there we could take them by surprise and easily surround them...providing my prediction be true that is." He ponders on for a moment then looks to Ziz and extend the rope to him. "Oh Ziz that magic a yours still active, ye could tie this up there and I can climb up and get in through one dem window." Bricker then turns his attention to the dwarf. "You...um Alvis Foot down and Eles are they safe, they plan on helping or are they just sitin' back?" Bricker toys with one of the potion bottles at his belt impatiently not wanting the rats to get away or learn of his the fail attack in the market. "I doubt that these rats crawled through the front door unnoticed so I'm guessing that there is a sewer entrance on the bottom floor or basement of this here tower which furthers my idea and there probable local if so we should be quick afore they make a retreat and gather allies." ![]()
(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)
![]() Bricker grins at Ziz's comment on Foot down completely agreeing with him but keeping that at heart. "Foot down would never forget his duty as a guard he is probably the most loyal member they got. If the wererats are meeting in the bell tower than perhaps we can catch them by surprise if we are quick and stealthy about it." Bricker trys to make small talk and pick up the speed as he and Ziz run for the bell tower with great haste. ![]()
(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)
![]() Bricker stays silent and watches as Ziz bolts off to the bell tower he ponders to himself and gives a stern look to Lummel. "Cut the lass loose she has done what we asked." After a moment of silence Bricker nods to the gal and bolts off after Ziz to try to catch up with the quick kobold. "Would waiting for an old friend do ye any harm." He yells out quite sarcastically. ![]()
(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)
![]() "Oy Karson you got the muscle help out the townsfolk pinned under them carts." Bricker barks at Lummel. Bricker runs up and down each street healing as many wounded as he can with Desna's holy energies and Lummel if he so chooses to follow Bricker around for the heals. 1d6 ⇒ 3
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(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)
![]() Bricker nods at Lummels remark and responds. "The soldiers right there are still people in need." Bricker runs off to assist Lummel in aiding the wounded he will channel positive should the need arise that there are still civilians alive within the area. If necessary:
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(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)
![]() Bricker puts his small blade away still breathing heavy from the fight he notes the wererat laughing hideously on the ground he yells but one simple piece of advice. Tie it down I think it is best that we question the beast not kill im." He is not much help with this sort of thing so stands back and takes himself a seat on nearby ledge barrel or something of the sort. ![]()
(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)
![]() "It's nice to see another familiar face on the field." Says Bricker smiling to Elesandira. Bricker draws his midget sword and goes into a defensive stance more worried about himself than dealing damage and swings at the rat to his right. Ac: 24 till start of my next turn. Hit w penalty:1d20 + 5 ⇒ (12) + 5 = 17
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(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)
![]() Bricker is no combat rogue he is meant to be a scout trickster and trapper type as well as have a cunning mind to get the party out of a deep gutter if you know what I mean. With +17 perception I doubt much will have a chance of escaping my eyes :) ![]()
(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)
![]() Step back to 16M draw alchemist fire and throw directly at the wererat. Alchemist fire:
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire. Splash weapon to hit vs touch AC:1d20 + 9 ⇒ (10) + 9 = 19
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(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)
![]() "Me dead ma could swing a blade better than that you damned rats." He yells at the wererats surrounding him trying to consider how to get himself and Ziz out of this mess. Will give my action once there is an updated map up. ![]()
(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)
![]() Bricker barley dodges the blows directed at him and only manages to return the edge of his shortsword to do minimal damage to the wererat. Bricker is not one for melee combat but knows that Ziz is even more vulnerable than him He moves to L18 and casts Shield of faith on himself. (This will provoke aoo's from all three of the enemy's around him but not from the spell unless the rat has combat reflexes. Not too worried with 24 AC.) 1d20 + 9 ⇒ (1) + 9 = 10
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(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)
![]() Bricker runs up beside Ziz placing a hand on his small shoulder and imbuing him with the luck of his goddess. "Lady luck be with you friend" Move to K18 and give Ziz a bit of luck: Until me next turn any time he rolls a d20 he may roll twice and take most favorable result. ![]()
(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)
![]() "Damn, what a horrible time for something to go wrong." Bricker says to no one in particular. "Ziz, I am going out to see whats causing all the commotion." Bricker rises from his chair and calmly walks out the front entrance and begins his trek to investigate what is going on. He will try to attract as little attention as possible to himself. Perception:1d20 + 17 ⇒ (1) + 17 = 18 To keep eye out for the source of all the commission or notice anything out of the ordinary. he will also look for a place to get a good look at what is happening. ![]()
(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)
![]() Bricker hardly touches any of the food offered to him by his old "friends" though he doesn't know more than half of the crowd who have come to meet him, but this is one of those occasions where Bricker doesn't mind the company nor the coin of the unwary. He tells story's to his fellows and brags of his heroics most of witch are exaggerate or untrue and finds reuniting with old friends from Sonod Bairnell his old hometown just as memorable as any year, though they visit him every year this time at least two dozen more halflings came to meet him. Bricker doesn't mind the company but still has a lot to do this evening and is not gonna miss a single merchants wares and tries to shoo the crowd away as best he can without telling them to get lost. After spreading storys of his heroics to the crowd he finally excuses himself and makes for the tavern he was originally headed to but not without inviting them to come after all he was not done checking all their pockets. He finds the tavern to be crowded as is and with the coming 40 halflings things were gonna get even more tight. He buys first rounds for the lot little do they now they are truly the ones paying. Though I do love the festival, the joy, peace and especially the coin I felt that that this year was...different I just couldn't put my finger on it. Perception:1d20 + 17 ⇒ (13) + 17 = 30
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(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)
![]() Am working out Personal relationships with everyone now. Lummel "foot down" Karson: I had only met the lad once it was during the meeting when I had brought news of the bandit raid. He was a very dedicated soldier and I didn't know him to well as he stayed mostly silent during the meeting. He seemed and interesting fellow...I suppose could trust him. Elesandira: Yes I remember that one and her...pet well. I had not thought that any thought so highly of what I had did though I did not mind a little fame. I had been out of Brindin's Ford that day in search of a little peace in quiet at a bar there. Well my quiet had not lasted long for the women had already spread word of "heroics" we shared a few drinks and story's before she left. Fine lady I must say. Ziz: He is one of few I know who I can call short though I would never say such thing to his face of course as I would rather avoid any conflict with a dragon. He was one of the few I knew in Brindin's ford before the bandit raid situation. I had traveled with him on several occasions one of note was in the nearby mountains by The Ford. Him and I were already quite know in town and were probably the best for sneaking. At the bandit camp I had found several letters from one know as the boss, He was bandit king of the mountains and was in control of the siege on Brindins Ford. Ziz and I were assigned to scout the bandit stronghold and well that is a different story... Alviss: The dwarf I have never met him personally but have seen he works hard to protect the roads of Brindin's Ford, how he tirelessly scares bandit far from my home. He is more noble than any and I can respect that. ![]()
(HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)
![]() Sorry that I did not get to respond till now have been very busy. Anyhow glad to be in the group and will make all the necessary changes. As far as I know I have spent all my gold will over check though. Is a cleric to Desna is chaotic good. 4d8 + 12 ⇒ (7, 3, 7, 6) + 12 = 35 ![]()
![]() Brickers heroics at Brindin Ford: Since he left the confines of his halfling village all those years ago Bricker has no stayed in one place for very long (Often because he does something stupid and is throw out.), his love for travel is what keeps him on the and his lust for gold and riches is his drive. By chance he came by Brindins Ford during troublesome times though the people of the Ford were unwary of the coming threat Bricker did not stay for too long as he usually only stops by towns for rest a drink and information. He left headed for adventure until he was ambushed by a group of bandits they snuck up on him knocking him out, the bandits were planing a raid on the Ford and took Bricker as a hostage thinking him to be one of the townspeople. He was held there for many days and learn't more and more of the bandits plan they did not treat him poorly and left him alone in a cell at their camp. The prison they had put him in was of poor make and he could have easily slipped out any night but he was curious of the bandits plan. On the night before the day the bandits would have struk Bricker snuck out he knew not what he would do but needed to help the Ford for if these bandits struck the town would surely fall. He snuck around the camp looking for some sort of map or plans for the raid this eventually lead him to the Leaders quarters were he skillfully took the large map on witch the plan was made, he made not a sound. He ran as fast as his little legs could carry him back to Brindin Ford. He asked for immediate meeting with the leader of the Ford and explained to him everything as well as his plan to counter the Bandits. A meeting was held late that night among all of the ford and honored guest Bricker. Bricker realized during his meeting witch he mostly stayed quiet during that the Bandits would probably be suspicious as to his whereabouts in the morn, he snuck out of the meeting room and began his trek back to the Camp were he sat himself back into his cell but not without smuggling a dagger from the guard outside. In the morning no one came to check on him and the Bandits went through with their plan witch would indubitably be there doom thanks to th Halfling. He waited in the cell until not a noise came from the camp until he opened the cell door looking around the now empty camp with a smile on hs face, that soon diapered when he heard human voices from witin the Bandit leaders tent, as Bricker has always been a very curious sort he peered into the tent only to see the leader siting inside mumbling to himself and looking over his map. Bricker took the opportunity to slip his smuggled dagger between the unwary bandits throat leaving all the spoils to him. He returned to Brindins ford long after the battle was already one and he was done raiding every coin from the ill fated bandits. Upon his return many chanted for him and cheered his name, he was even greeted by the councilor of the Ford himself and promised eternal gratitude as well as a home and steady income within the town. Bricker never thought himself a hero for his deeds but accepted the offer nonetheless. Bricker still travels and still searches for his desire of gold but now he also has a place to call home... ![]()
![]() Stat Block: Halfling Rogue 4/cleric 1
Small humanoid (halfling) Init +4; Senses Perception +17 DEFENSE AC 20, touch 15, flat-footed 16 (armor +4, Dex +4, size +1, shield +1) hp 44 (5d8+4) Fort +4, Ref +10, Will +8 (+4 vs fear) OFFENSE Spd 20 ft. Melee: +1 shortsword +9 (1d4+1, 19-20/x2) or dagger +8 (1d3, 19-20/x2) Ranged light crossbow +8 (1d6, 19-20/x2) or thrown dagger +8 (1d3, 19-20/x2) or splash weapon +8 touch (varies) Space 5 ft.; Reach 5 ft. Special Attacks sneak attack +2d6, Rogue talent Finesse Rogue and Surprise attack, trap sense, Uncanny dodge. STATISTICS Str 10 (+0), Dex 18 (+4), Con 11 (+0), Int 14 (+2), Wis 16 (+3), Cha 12 (+1) Base Atk +3; CMB +3; CMD 17 Feats Dodge, Mobility, Deft hands. Skills Acrobatics +13, Disable Device +15, Disguise +8, Escape Artist +11, Knowledge (local) +9, Perception +17 (+19 finding traps), Sleight of Hand +13, Stealth +15, Appraise +11, Sense motive +12. Languages Common, Halfling, Dwarven, Elven SQ trap finding +2 Channel positive energy, Luck and Liberation domain, Evasion Trap sense. Traits Deft Dodger +1 Reflex Indomitable Will +1 Will Gear Lens of Detection, +1 Shortsword, Dagger (4), +1 Studded Leather Armor, buckler, flask of acid (2), sunrod (2), potions of Invisibility (3), Potions of cure mod (2), Potions of cure light (5), Potions of Identify (5), light crossbow and 10 bolts, backpack, belt pouch, mwk thieves’ tools, silk rope (50 ft.), grappling hook, bedroll, flint and steel, rations (10), waterskin, 941gp. ![]()
![]() sounds cool. Would like to put forth Bricker he was built for Carrion Crown and will have to edit to 3.5 for this but please look over he is a halfling Rogue/Cleric with a rouge focus. Bio:
“A sunny day full of carpentry and a stout ale in the evenings is all a Halfling ever needs my boy.” is what Pappy Longfellow always said. I never subscribed to my father’s philosophy on life but I never told him that. I was his apprentice until the age of 19 when a gnomish pressure canner explosion took him and my Mammy Longfellow away from me. After cleaning pieces of beet and Halfling from all over the kitchen, I took over the family business after his passing and became the carpenter of the little hamlet a few miles south of Draklafel. It would have been a rewarding life for any typical Halfling, but I was always dreaming of the road. I was almost ready to except my fate of driving nails for a living until one night, while dreaming, Desna came to me. He told me that he did not breathe life into me to be a carpenter. I was to be an adventurer. I was to see and experience all that I could in the short life we Halflings enjoy. "The road shall be your church and the jingle of coin will be my gospel and when your days are done you will sit at my side and oh the tales you will have to tell.” Upon my awakening from this most vivid dream I found my pack ready for travel at my bedside along with a beautiful walking staff to help me along the way. So I loaded my pipe, donned my back pack, and struck out on the road without a word to anyone. I have been traipsing every since making my way from town to town and pocket to pocket praising the Halfling god every night before sleep. pathfinder Cha sheet:
Halfling Rogue 1
Small humanoid (halfling) Init +6; Senses Perception +8 DEFENSE AC 17, touch 15, flat-footed 13 (armor +2, Dex +4, size +1) hp 9 (1d8+1) Fort +1, Ref +8, Will +4 (+4 vs fear) OFFENSE Spd 20 ft. Melee shortsword +5 (1d4, 19-20/x2) or dagger +5 (1d3, 19-20/x2) Ranged light crossbow +5 (1d6, 19-20/x2) or thrown dagger +5 (1d3, 19-20/x2) or splash weapon +5 touch (varies) Space 5 ft.; Reach 5 ft. Special Attacks sneak attack +1d6 STATISTICS Str 10 (+1), Dex 18 (+4), Con 10 (+0), Int 14 (+2), Wis 14 (+1), Cha 10 (+0) Base Atk +0; CMB +0; CMD 14 Feats Weapon finesse Skills Acrobatics +10, Climb +7, Disable Device +9, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +7 (+8 finding traps), Sleight of Hand +8, Stealth +12, Swim +5 Languages Common, Halfling, Dwarven, Elven SQ trapfinding +1 Traits Chance Savior +2 Init Deft Dodger +1 Reflex Indomitable Will +1 Will Combat Gear flask of acid (2), sunrod (2); Other Gear shortsword, dagger (4), light crossbow and 10 bolts, leather armor, backpack, belt pouch, thieves’ tools, silk rope (50 ft.), grappling hook, bedroll, flint and steel, rations (10), waterskin, 10 gp, 9 sp before I make up stats What lvl we start at and could you link to the current thread. are We rolling stats or using a point buy system? ![]()
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![]() Bricker focuses his Rogue skills on thieving and sneaking unlike most cunning rouges he is not one that is good at getting out of situations. As a cleric he focuses on buff spells bless and such and or miscellaneous spells such as comprehend languages and detect undead. He focuses on his thieving abilities and rogue skills he does not enjoy not having a break when he wants it and complains A LOT. Character sheet: Halfling Rogue 1
Small humanoid (halfling) Init +4; Senses Perception +8 DEFENSE AC 17, touch 15, flat-footed 13 (armor +2, Dex +4, size +1) hp 9 (1d8+1) Fort +1, Ref +7, Will +3 (+4 vs fear) OFFENSE Spd 20 ft. Melee shortsword +5 (1d4, 19-20/x2) or dagger +5 (1d3, 19-20/x2) Ranged light crossbow +5 (1d6, 19-20/x2) or thrown dagger +5 (1d3, 19-20/x2) or splash weapon +5 touch (varies) Space 5 ft.; Reach 5 ft. Special Attacks sneak attack +1d6 STATISTICS Str 10 (+1), Dex 18 (+4), Con 10 (+0), Int 14 (+2), Wis 14 (+1), Cha 10 (+0) Base Atk +0; CMB +0; CMD 14 Feats Weapon finesse Skills Acrobatics +10, Climb +7, Disable Device +9, Disguise +4, Escape Artist +8, Knowledge (local) +6, Perception +7 (+8 finding traps), Sleight of Hand +8, Stealth +12, Swim +5 Languages Common, Halfling, Dwarven, Elven SQ trapfinding +1 Combat Gear flask of acid (2), sunrod (2); Other Gear shortsword, dagger (4), light crossbow and 10 bolts, leather armor, backpack, belt pouch, thieves’ tools, silk rope (50 ft.), grappling hook, bedroll, flint and steel, rations (10), waterskin, 10 gp, 9 sp |