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Caelius Nicos's page

137 posts. Alias of PoorWanderingOne.


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Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

(sorry for my radio silence and the delay it caused. Life happened,m done now. Should be better)

Mr. Nicos has been rather withdrawn following the battle at Oleg's. He says nothing he does not have to and responds to questions with monosyllables and dark stares. (Pretty obvious he strongly disagrees with the fate of the bandits)

Nearing the camp he breaks his silence. "I will be willing to take a look, perhaps there is a way to avoid another bloodbath."

KN. Local to figure out where the camp is or a way to cross the stream? Kn.Local: 1d20 + 6 ⇒ (1) + 6 = 7. Or is perception more appropriate? Perception: 1d20 + 4 ⇒ (20) + 4 = 24. And finally Stealth if needed: 1d20 + 6 ⇒ (16) + 6 = 22.


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

Still here! I claim this delay as my fault. Sorry everyone. Should be better now.


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

"Nor should you be.... The charter is clear. Our lethal remit covers only unrepentant bandits. Tell us what you can of your former life and comrades and give us your pledge that you will not take up arms against peaceful folk and I will stand with you. Mind you if you prove less than worthy of trust you will die."

(Voting to spare the mook just in case I was unclear.)


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

Sounds good to me.
Caelius will snag the second fire if it is going spare.


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

Thinking our hangman will want the str bow.
I will take a horse and a normal longbow. Can't use the bow till next level but it saves me from having to worry about it then.

can anyone use the armor or weapons?
If not then selling to Oleg:
4 leather armor
Dagger
Longbow (2)

We should keep the amulet. It might be a pass-key or identifier later.


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

Caelius watches as Timothy and Caelus kill a man.

thinking..Well Nicos? What have we stumbled into. They seem true nobles. Rash, powerful, shortsighted. Still better to be swept up in their wake than under their hooves.

As Happs chokes Caelius tends to the dead.

To Timothy and Caelus: "We are charged to hang unrepentant bandits. This one seems willing to repent. What say you?"


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

Caelius keeps the living bandits under watch, arrow nocked but bow undrawn.

"Will he make it?" Caelius calls from the roof.


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

Round 3

Caelius takes another shot from his perch. This time sending a white feathered arrow at the fleeing bandit.

Attack 1d20 + 2 ⇒ (13) + 2 = 15, damage 1d6 ⇒ 2

"Stop! There is no way out!"


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

No troubles. Life happens.


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

Round 2
Posting early. Please change targets as needed.

Caelius leans out from his perch to send an arrow towards the bandit menacing Maja. Attack bandit in o,20 w/ short bow 1d20 + 2 ⇒ (10) + 2 = 12. damage 1d6 ⇒ 2.

(sorry Maja)


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

I may be misremembering from 3.5 or something where entangle included a good bit of plant growth. Eh live and learn.

Time to shoot arrows at things.


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

Hey Tallgrass.
I think I am misunderstanding how Entangle works. I thought it required a successful save or a successful strength/escape artist check (a move action) to move at all since the plants are anchored to the ground.

Are you rolling the bandits saves and such off screen? Or am I missing something?


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

Maja and the Bandits is a name that needs a band.


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

Round 1 i.14

(assuming Happs ignores me and the other players actions do not cause difficulty)

Caelius moves swiftly away from the barred gate. Reaching the corner of the Guesthouse he rapidly climbs the hanging rope and darts across the rooftop drawing his bow as he does so.

Heading for the roof of space Q,16. I autopass the accelerated climb check and can climb 15'/move. Hmmm if you count the sloping roof as bifficult terrain then I only reach Q,17 but that is good enough for government work. If I only need one action to reach the roof I will draw my bow with the standard action. Grrr wish I had +1 bab.)


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

No problem, take the time you need.


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

Suprise round I14
Delay until ambush is sprung then close and bar gate.

Next action will be to run for the rope to the roof of A2 or A3 (whichever is closer & avoids hostiles and climb up. Knotted rope with wall is DC 0 Accelerated climb for total DC 5 taking 10 for 17 total. Climb speed 15'. I think Caelius can make Q,16(on the roof) with a single move action starting from O,20 but I could be wrong.


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

Caelius takes a last check on the concealed rope leading up to the roof of the guesthouse before taking station behind the fully open door. He is silent....waiting......


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

That's cool. Good to have back up in case everything goes wrong.


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

Regarding Placement.
If we are using the donkey trick then Maja does not need to be and really should not be with Caelius. Timothy and Cealus will need her.

If we are mot using the donkey then the mapped positions are correct.


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

Reguarding Placement.
If we are using the donkey trick then Maja does not need to be and really should not be with Caelius. Timothy and Cealus will need her.

If we are mot using the donkey then the mapped positions are correct.


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

Hello Minstrel Hut?


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

Not a problem.
We can wait. I hope you didn't loose much data.


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

Note to Tallgrass and all concerned I will be out of touch for the weekend. Please bot Caelius as needed. Caelius will first close and bolt the gate, by whatever method, and then head for a roof to provide arrow support.

To that end He will conceal knotted ropes hanging off A2 and A3 for easy access.

That is all.


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

Re: pulling the door:

Ok I see the problem.

Picture the door in the fully opened position. On one side of the door is the entry opening and on the other the wall.

Once the donkey is pulling the rope will extend from the leading edge of the open door across the entry opening. By using one of the posts supporting the walkway or a post installed for the purpose the rope will be pulling the door in a E by SE direction. (Or W by SW depending on the door) The point is the force from the pulling rope will be moving across the entry and towards the outer wall. Not all the way to the wall, at some point the attachment point will move through the line between the hinge and the guide post. At that point momentum and a good shove will close the door.

Hmmm this might be a better explanation.
Look at the artistic map of olegs not the tactical one.
Now imagine one door closed and the other fully open.
Tie a rope to the open door where the doorknob would be if this were a normal door.
Tie the other end to a large rock and drop it from the catapult tower closest to the closed half of the door.

Do you see that this would pull the open door very nearly closed?
Heck given the moving doors momentum it would likely slam hard despite the fact that the rope would stop pulling a few degrees short of completely closed.

Any better?

OOh brainstorm.

Look at the rough map of plan.
See the the door Caelius is hiding behind?

See the ladder halfway between Timothy and Aldarion?

Run the concealed rope from the leading edge of the door, AROUND THAT LADDER and then to Aldarion.

Can you see that is Alderion pulls on that rope the door will swing mainly closed?


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.
Maja Weatherseed wrote:

After she finishes gathering the plants...

Maja tests how easy it is to open and close the outpost door. In particular, she wants to know if it requires particular strength.

Maja wants to know if some sort of strength check is involved in opening/closing the door. Timothy is not our strongest character, so she wants to make sure he can handle it. This is the only test she's concerned about - if it's fine, she's ready for the morning.

Timothy will not be closing the door. Half the door will be closed and he will appear to be closing the other half when the bandits arrive. He is the lure that will draw the bandits in and keep their attention off things like buried ropes, new plants, and extra people.

Also interested on testing the door closer to see if the rope trick cuts the time and effort needed,


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

Ok I must have failed at explaining. Sorry.

I will go with this plan as it seems to be consensus but I want to point out how spread out we are.

We are looking at 5-7 bandits on horseback. We have to assume about half the horses will make their ref saves vs. the entangle. This means Timothy will be a target for both arrows and melee attack.

With the given starting points Caelus can just about reach Timothy with a move action but that path sends him Through the entangle. This could be a problem. That entangle is a DC15 reflex save correct Aldarion?

Another thing to point out is that the entangled condition will likely only effect the horses. The riders, who as forest brigands will likely have at least short bows, will be free to fire at will. Or more likely at Timothy.

Last attempt at explaining the rope-trick.
Goal: To allow one person to close and bar the gate. Note, not to close the gate but to turn it from a 2-3 person job to a 1 person job. This allows us to concentrate our forces.

Assumptions: I am assuming the half of the gate farthest from A2 will be left open if it is the other half the plan still works but the Donkey will be behind A3 rather than A2 and all references should be read as such.

The rope is attached to the door, likely to the bracket the bar slides through it then dangles loosely to the ground. This is visible but as the rope does not appear to be connected to anything it is very likely to be overlooked until it is too late.

Appearing to be dangling loosely the rope in face enters a small cut, divot or ditch that runs around the open door and across the entryway. This is not a major excavation. Less than an inch deep and covered with swept dust. This will make the rope invisible while posing no resistance to the rope when the donkey pulls. The rope will jump out of the cut and straighten when tension is applied.

The ditch or cut will guise the rope around one of the posts supporting the walkway or around a small post driven into the ground for this purpose. This post will change the pull from a diagonal pull to the E by E to a nearly true E pull. This will not shut the door but it will get it to within inches of shutting and a simple shoulder shove while affixing the bar should do the rest.

Is this clear?

Using the rope trick means one person at the gate, one person at the donkey and three people at the focal point. As the donkey herd is almost halfway to the focus point that means within a round they can be joining the conflict. The consensus plan has us scattered in four separate groups rendering us vulnerable to being individually overpowered.

As I said I can go with the consensus plan. Caelius will be on the roof of either A2 or A3 ASAP and launching arrows in any case, So I am not too concerned about his safety. I am quite concerned about Timothy's ability to survive 1-2 rounds of arrow fire and a possible charge or at least a double move and attack by a someone whose horse made their save.

Thoughts


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

As the dinner/planning session ends Caelius turns to Oleg. "Tell me good man. Have you a small hammer, a hundred length of stout rope, and good broom to hand?"

If son then Caelius will secure one end of the rope to the inside of the southern half of the main door and using a dagger, the open a thin cut in the ground. The rope goes in the cut, the hammer and a bit of kindling or a stick will serve to tap it in. Not too deep just out of sight. The cut passes around the open door and to the middle of the path behind A2. The square directly East of the middle table in A2 looks about right. The DC for seeing the rope at that point should be pretty severe. The rope continues along the ground around the NE corner of A2 where the Donkey will be waiting. The broom will be used to sweep over the cut and any ground disturbed by planting. Not sure what if any skill could apply to this. Thoughts?


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

Ok I see people are chomping to get to morning. So lets Get the plan hammered out.

Timothy: Good. So you start at the gate and then run to A4. You are in charge of starting the party. Color spray makes an excellent signal.

Maja: I still think you should be with Timothy and Caelus. If things go south your bless, healing, and flanking could make the difference. But it is your call. If you are at the door we will not need the donkey trick.

Aldarion: I think I understand you but you may have your directions muddled. North is to the right on the tactical map which puts the main gate on the East wall. I am still VERY cautious about that Entangle but I defer to you for placement.

Caelus: You good hiding near A4? Hate to loose Timothy to a couple of good saves. That is the other reason I think Maja should be with you. Always assume the baddies will make their saves.

Caelius: Hmmm small snag. No rope for the donkey trick. Perhaps the trading post has 100' or so.


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

Problem folks.

Entangle is a 40' radius. The trading post is only 95x125.
Where exactly we we thinking of centering that spell?

I would hate to entangle our side.


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

I agree with the sage. :7)

Looking at the lovely map the GM has provided up with I propose the following.

1. We close the north side of the main door and run a lightly buried rope all the way around to the north side of A2 where it is hitched to the donkey.

2. Once the bandits are in the courtyard someone spurs the beast and the door closes. With a little help from yours truly who had been hiding behind the open door.

3. The door now barred the entangle spell goes off, and we pick off any one who saved with arrows and stones.

Individual Suggestions:
Aldarion, you will want to be close enough to cast but otherwise out of the line of fire. Perhaps you could take donkey duty? The NE corner of A2 will give you line of sight for most of the outpost. Good? If needed you can move up to support the fighters by running around/past the tables.

Caelus, as Timothy will be drawing attention perhaps you want to be nearby but out of sight. Somewhere you can move out to engage anyone unaffected by the spell. Maybe in one of the alleys next to A4, or even in A4 behind a barrel or some boxes.

Maja, with healing, bless and a reach weapon available you might want to be near the Timothy-Caelus group.

Timothy, you are the linchpin here. Where do you want to be? I am thinking just inside the fence of A4. That way you are clearly visible from the entrance but somewhat protected from an immediate charge.

Me, I will be on door duty. Once the door is closed and barred I will climb up a knotted rope to the roof of A2 where I should have clear shots at anyone in the main courtyard.

The preceding is pretty much off the top of my head. What are your thoughts?


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.
Caelus Vraie wrote:

Caelus nods, "Then the pen is our ambush point. Do we have anyone with alchemist fires and is handy with a bow..." Before people raise their eyebrows at the bow slung across his back "Better then me that is..."

"I doubt I am better than you, but I can manage a bow."[b] Caelius nods to his bow resting near the door.

[b]"I second the idea of closing one of the doors we need to limit their ability to move." Caelius thinks for a moment. "We also have your donkey Timothy. With a bit of rope the beast could pull the one open door closed before I bar it. That done I am fast enough on my feet to keep clear and lend an arrow if things go wrong."


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

In the court-yard: "Thank you, thank you both. Please call me Caelius."

to Svetlana, before eating: Caelius bows deeply. "Thank you fair Svetlana but I fear your hospitality may be misplaced. It is true we were sent to your trading post by lord Sutrova but we have heard no word of trouble." Here Caelius removes the charter and map from his belt. "We were sent to explore the Greenbelt." He pauses.

"I however pledge to aid you in any way I can. What kind of trouble are you having?"


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

Lovely map and drawings of Oleg's.

Do we have any idea roughly where the trading post is on the map?


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

Tuneless whistling precedes the walker coming into view. He appears a simple wanderer wearing a dusty poncho and swatting at roadside weeds with a branch-cum-walking stick. Though the sheaf of arrows and the well used bow may hint he is something more.

As he grows closer you see he is taller than he first appeared and bright dark eyes glint as he pushes back his hood and surveys the post.

Hello the trading post! He calls as he casts aside his loyal stick and settles his small pack on his shoulders.

He admires the catapults on the sturdy walls as he walks through the gate.


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

Ok----Really done this time *crosses fingers*


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

These are a few of my favorite sins....:

Not greedy but lazy.. Applied w/Caelius to another game a while ago. That game was max gold. Should have triple checked sorry.

Re: Fighter. Planning for a 2nd level change and not looking back. Debating if Investigator was the best choice. Having trapfinding could be useful. As a tactician C would have the skill points. Or is it too late?

Re: House. Orlovsky it is. Making changes now.


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

OOps.:
I did take max. I am an idiot. Will fix ASAP.

No there is no significance whatsoever to the house choice. In fact I just rolled a d6. If you have a preference I would be delighted to change.


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

I think mine is done as well.


Init +2 | Perc +4 | AC 15 / T 12 / FF 12 | HP 8/8 | Saves F +2/R +4/W +2 Human Rogue 1.

Checking in.....again.
A wandering monster apparently ate my first post. Not an auspicious start.

Just double checking skills and funds before releasing Caelius for review.

Caelus We have similar names. Do you think this will pose a problem? I am happy to go with Nicos if it does.

Looks like a good group. This should be fun.


Nice.

Oh just realized I forgot to choose a noble house for Caelius. I am not wed to any of them so is it OK to leave it open and see what would be most interesting given the other bluebloods in the party. Unless you have a preference Mr. Tallgrass? (Assuming Caelius is chosen of course.)


GM Tallgrass wrote:

...

In response to Caelius - this is my last PBP because I can't imagine running more than three games at one time. That'd be more work and time than I could spend!

Oh so last game you are running at the moment.. Not last game ever because I am moving to Sedona in an attempt to use the vortices to access another dimension.

It is all clear now.


Ri.hat.ng

Submitted for your approval all data under the alias.

0. Check.
1. Check
2. Once a day during the week with the odd gap if things go crazy in RL.
3. 8. Though some of them are quite slow moving.
4. Under alias. Short version he is an embarrassment to his family and they sent him out to die.

Question for you Tallgrass. Why is this your last pbp here?


Background updated. (Now with extra plot hooks!)

Crunch and gear vaguely/largely done.


Tassadan wrote:
"@Caelius Nicos: Your story’s good, but a bit choppy. You have a good character and build, all you need to do is polish him up and make him shine."

Choppy? Do you mean the rough story in the post or the full background under the alias? Will work on polishing background and crunch.


Tossing my somewhat creased and stained hat in the ring. All info under alias but here is the short version.

Crunch:
Human investigator rogue (investigator reskinned as basically playboy. No real reason to have trapfinding as a semi-drunken lout and the find information re-roll could just be that Caelius is easy to talk to.) changing to Tactician fighter at second level and staying there for the duration. Focusing on being a flexible combatant and minor skill monkey. Easily able to afford the feats to be a good archer if the group needs one. Currently a 15 pt buy adding the extra 5 points will not be a hardship. Other crunch in alias should be considered a general guideline and a work in progress. Trait currently ties Caelius to the Lodovka family but that can be changed as the story requires.

Story:
Caelius may have been sent to the Greenbelt to die quietly but he is not dead yet. More that that he has the dream of his friend and teacher Nicos to fulfill. Getting away from the stifling hold of the Taldan and Aldori styles seems a good way to start.

Thank you for your consideration.


Good choice. Thanks for the chance.
Enjoy the game


Presenting Caelius Nicos for your consideration.
Currently built as 15pt first level rogue I am/will be taking his second, and all further levels, in tactician fighter. The campaign trait is currently noble:Lodvoca but the exact family can be altered to suit.

Full sheet behind the alias.
Thank you for your consideration.
~PWO


Rats!
Still the choices were the correct ones. Enjoy the game folks. You have a good team.


Background tweaked per message.

Good luck all.


DM Haldhin wrote:

... I do have some questions and feedback for some of the characters. My questions are mainly related to how the characters may or may not fit into the Adventure Path - what I'm trying to do is get a better understanding of the characters, their motivations, and relationships, so if you need clarification from me, don't hesitate to ask.

...

DM Haldhin:
Absolutely. Once he was out of prison he was an embarrassment and a one way trip to the Stolen lands would look like a godsend. I only made it a found later thing as Caelius was coming into the story late and might need a reason to be behind the others. I will change the background to suit this new idea. On an unrelated note are you OK with the ARG feat Fast Learner?