Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Does the place seem like we got the worst of the repairs taken care of Henric would be loath to leave the old man in dire straights if another day or two would vastly improve his situation.
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Yes Oscar, we should do what we can to assist Perin here. I believe we could rustle you up some game as well my good man. Henric says in a friendly manner. We would be interested in any news or tales of these lands you might have to share, and in trade pass on what we have of other goings on or perhaps stories to entertain that you may have not heard.
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Brother Henric circles the cabin obviously finding nothing of note. Let us see what we can learn old friend. You are right we may make a friend out of this person, and if not know what troubles may lie in this region. Henric looks over to Koldur have you got their trail?
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Brother Henric continues making his way round the cabin bow in hand, but no arrow nocked. hearing his fellows let out there calls he likewise calls out. Hello, we are travelers come for a bit of trade or parlay.
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Henric looks around for any signs of recent activity, fresh tracks, signs of a recent cook fire or the like. He will then begin to circle round the cottage to see if maybe someone is round back.
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Let us head for this cottage and see who is in residence. Henric agrees with Koldur.
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 For those of you who have never lived on the road with brother Henric seeing him set a camp is an amazing event. He truly is a man of nomadic life. He starts by unburdening both his horse and pack mule and setting them a lead line so they may graze. He uses his 4 sq yrds of canvas to make a lean two for his animals then sets up his large tent (he is happy to share with anyone who does not have a tent of their own). He also has a campsite kit which includes a cooking kit so if up to three others are in need of bedding or a mess kit. Once that is taken care of if someone else has seen to the main fire pit he will make small pits 5-6 yrds from the edge of the camp in a radius around the camp explaining this helps with night blindness and discourages non sentient beasties from becoming too curious. Henric has several games to play around camp;he is very proud of his little collection and happy to play any with whoever wishes to play. Henric will volunteer to take first watch. On his watch he periodically patrols the small "warning" fires feeding them as need be. In the morning he has a sack that he gathers any animal dung in in case wood is scarce for the next nights fires.
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 I think Wolf is saying we can decide how we wish to go about it. I think the best route is to stay as a group and take longer if it means we can make our way without having to constantly be using up our money to buy rations or having to constantly be going back and forth to the trading post to resupply as we get further from the trading post. two of us (with +7's) could taking ten provide for 8 and still have someone with +7 to act as our chief explorer with the others who have survival aiding him to enhance the explore rolls. there is my two coppers.
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Survival +7 here I am guessing that may be our best If it is more convenient GM wolf please feel free to make a skill roll as necessary to keep from slow down if you wish.
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 I suggest we pick a direction and start exploring. If we circle round the immediate area we could be back here in a few days, knowing that either the area around the fort is secure or have our next target. From there we might have a better idea where we go next. Henric suggests waiting to hear others ideas as well.
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Henric rises early, prays and then heads out to the courtyard where he spends an hour or so target shooting for practice before he begins his search for breakfast.
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 could we get a copy of what our charter says I think it may be helpful?
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Henric sits round with the rest exchanging stories and will with the others try and fish out what he can of the local goings on. Do the trappers of the region still come to the outpost, have they had any trouble other than the necromancer, do they intend to run the upper part of the business themselves now or seek another partner. If they do seek a partner Henric would be happy to contact some hearty trustworthy folk he knows from his circuit of wandering priest.
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Tis truly impressive none of this was here when Oleg and his wife still ran the outpost. It has been some time since I was here last, but the speed with which you have made a hold of this quality is impressive indeed Henric says in earnest admiration for the dwarven work.
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 I channeled for 6 that it seems no one has accounted for yet looking at the older posts. If I am mistaken I will be happy to do what I can.
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 If the injured would gather round I will call on Erastil for healing. Henric listens to the dwarf's story intently once those that are injured are in range Henric channels his remaining two times for the day. channelx2: 1d6 ⇒ 41d6 ⇒ 2
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Henric reaches Oscar and with a prayer to Erastil lays his hand over the worst of Oscar's wounds healing the paladin.
GM: Switching out my bless for CLW, I still have two channels I believe and this is my first spell of the day.
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 On my way Oscar! Henric switches back to his axe as he comes off the ladder knowing it fares better against these zombies.
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Henric realizing he had taken to the walkway only to discover there were no longer robed figures in the smoke as he had thought runs back to the ladder knowing he can be more use on the ground in the thick of it than up here.
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Henric looks up in amazement of the dwarves laying in wait. By Erastil how long at they been waiting to rise up?Caught up watching the tide of dwarves muster forth and defend the fort Henric does little else in that moment.
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Henric shoots down on the zombie standing on the grate.
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Henric hustles around the rampart.
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Henric pulls his bow back out once he has reached the walkway. He begins to make his way around the ramparts.
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Henric moves into the fort looking around he appraises the situation. He looks for a living target amongst the hoard of undead. Seeing the ladder he makes his way towards it deciding higher ground is what he needs.
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Henric rushes toward the gate switching his axe for his bow again. He looks frantically to see what he needs to do to open the gate knowing that D is in there facing way too many foes alone.
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Henric chops at the zombie in front of him.
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Henric channels to heal once again.
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Henric reels back from the zombies fists. Damn Koldur they hit hard!Looking up he sees Oscar get hit as well.Erastil give us strength. Calling upon the healing energy of his patron Henric prays for succor.Channel for healing: 1d6 ⇒ 5
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Henric rushes over next to Koldur to give Sable and D a chance without having to worry about the zombies. He gives his own axe a swing at the same one Koldur missed.
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 I tried to put an arrow of my movement and all i succeeded at doing was messing things up. I am so sorry I attempted to fix it and started to make things worse so I just stopped.
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Do I recognize the robed figure to be part of a religion or cult?
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Henric steps up behind Sable exchanging his battle axe for his bow as he does so. In the name of Erastil you do not belong here! channel energy: 1d6 ⇒ 2
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Henric advances another 30 feet then picks a target of those circling Oscar and lets fly attack: 1d20 + 61d8 + 1 ⇒ (12) + (5, 3, 4, 8, 2, 4, 4, 1, 8, 7, 7, 1, 3, 7, 3, 1, 8, 8, 2, 1, 1, 6, 4, 7, 1, 5, 3, 4, 7, 8, 2, 5, 3, 6, 3, 7, 1, 5, 6, 8, 5, 2, 1, 3, 6, 1, 8, 8, 5, 3, 8, 6, 2, 6, 4, 7, 8, 2, 2, 3, 5) + 1 = 287
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Henric slides off his horse nocking an arrow he looks off toward the fort. Can someone tell me what we are looking at here? I couldn't make them out myself.Henric furrows his brow in frustration shading his eyes trying to get a better look.
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 perception: 1d20 + 7 ⇒ (1) + 7 = 8
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Henric canters forward leading his mule along behind him. Henric nods to Oscar as he passes him. Bandit's can be quiet the problem. A pestilence worse than locusts to the common man. Some are just desperate men that is true enough those tend to evaporate when resistance shows up. The ones who like it though now they can be fierce opposition. Henric smiles But with the likes of this company I think we shall have the advantage. Henric then listens as he too is interested in Xara and her giant crow.
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 I'm afraid Oleg's isn't run by Oleg and his wife any more Raz. Oleg was killed by bandits some time back. Dwarves run the old fort now. I haven't been there since they took over the place so I'm afraid I can't tell you much more than that.Henric looks the lot over as they head out the gate; an obvious air of relief shows on the young man, as they head out of the city.
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 A magic L.bow. Any type of defensive item is always nice. Gloves or boots maybe. I'm not picky.
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Henric studies the charter making notes in his own journal. I cannot say whether or not the temple you seek is in this region. There are many old shrines and abandoned temples throughout the wild places of the world from olden days and other peoples. Henric shakes his head. I am familiar with this territory your highness, and will do what I can to aid you. I know things grow no better with the absence of the rightful rulers on the throne.
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Sorry I haven't been active the last couple days. I got the Christmas Crud for the holidays I am starting to feel better so should be getting it back together. Hope everyone had a good holiday!
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Happy Holidays everybody
rolls: Well I would like to make a roll to see what Henric knows about that temple.know religion: 1d20 + 5 ⇒ (16) + 5 = 21
Here is a couple heal rolls for Koldur and SableKoldur: 1d20 + 7 ⇒ (8) + 7 = 15 Sable: 1d20 + 7 ⇒ (16) + 7 = 23 Info about Stolen LandKnow Local: 1d20 + 6 ⇒ (20) + 6 = 26know Geo: 1d20 + 5 ⇒ (17) + 5 = 22 I would like to see what comes of these rolls before Henric says much
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Sable! Henric calls upon Erastil again.2 channel energys: 2d6 ⇒ (5, 3) = 8
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 perception: 1d20 + 7 ⇒ (4) + 7 = 11
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Henric confused in the chaos mounts up and takes his mule's lead. Hearing Sable's shout he responds Aye! looking around he assists any who may need aid riding up to Koldur and his charge he calls on Erastil to heal those in need Channel Energy Heal: 1d6 ⇒ 1
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Henric follows Koldur's lead and steps into position inbetween and slightly behind him and Sable brandishing his holy symbol.By the all seeing eye of Erastil back you unholy fiends!Henric continues to make a measured withdraw with the elf and dwarf. Using his faith to allow the trio to hold the line so their fellows may make good their exodus. The undead feel the force of Erastil rip through the room as if arrows of purity pierce their flesh.Channel Energy Damage: 1d6 ⇒ 2
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Know Religion: 1d20 + 5 ⇒ (11) + 5 = 16
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Henric is shocked and stunned by Sables words. Why would he do thatWhen Sable mentions Henric's "naughtiness" Henric goes from stunned to livid, from pale to red with anger.Why that is a lie! I do no such thing.He knocks over his chair as he jumps up.I don't understand what you are playing at Sable, but I don't like it. As the illusion is broken around him Henric snatches his bow nocking an arrow.
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Henric's jaw drops as Sable's last comment registers You did what? Are you mad?! Henric takes a breath You jest right? That's it a jest; a poor one at that, but a jest none the less.Sense Motive: 1d20 + 7 ⇒ (1) + 7 = 8
Male Human Taldane/Kellid
Vital Stats: Ranger 1 / Cleric 1 (Erastil) HP 16/17, AC 17 T13 FF14, Perception +7, Init +3, Fort +6/ Reflex +5/ Will +5, CMB +1, CMD 13, Speed 30' Other Skills:
Diplomacy +7, Handle Animal +6, Heal +7, Know(Geog) +5, Know (Local) +6, Know (Nature) +5, Know (Relig) +5, Perception +7, Ride +7, Sense Motive +7, Spellcraft +5, Stealth +7, Survival +7 Sorry Sable Henric grins It's just being in the city and all. I figured you may prefer a bit more protocol. He nods to the girl when she returns Thank you young lady.Henric takes a drink of the cool cider and gives a glance around the taproom noting the other patrons this morning. If any make eye contact with Henric he gives a friendly smile and politely lets his gaze move on.
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