Catfolk

Champawat's page

253 posts. Alias of Nickadeamous.


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Dalang Teniel wrote:
Here as well, though Teniel was about to potentially yell at Champawat for murdering a dude.

That's okay. I've been practicing.


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I am ready to proceed at your convenience.


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I am.


I can't speak for other tables but he's only posted once to our table's gameplay thread during the month of August and nothing yet for September. He posted twice in the discussion thread in the same time frame but they were just 'hey, I'm back' type of posts. Suffice it to say we've pretty much stalled.


Actually you just rolled an 18, 14, 13, 16, 13, 15.


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I must practice my sorrowful cat eyes.


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Shield is personal.


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But, but, I didn't mean to roll a critical..and I went with combat expertise instead of power attack, and I went with a trip attempt instead of sneak attack. It's not my fault! I know, stand in the corner. I'm going. I guess my next signature weapon upgrade will be the merciful property.


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Uh, yes please? I don't know about killing, thought I'd try to hold the line until the second teleport though. Although now scrolling back it looks like all four of us volunteered to stay behind and wait. I can grab crates and go if that's what's preferred.


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Round 1; Initiative 13

As the guards make their way in, Champawat drops crate she was holding and hustles forward, freeing her fauchard on the way. Once in range, she stabs forward with the polearm before twisting it to the right and back down towards the legs of the nearest guard.

Fauchard, sneaky maneuver, combat expertise vs. #4: 1d20 + 10 - 2 - 1 ⇒ (20) + 10 - 2 - 1 = 27
Fauchard, sneaky maneuver, confirm, combat expertise, bestial wrath: 1d20 + 10 - 2 - 1 + 2 ⇒ (12) + 10 - 2 - 1 + 2 = 21
Good, Magical, Slashing damage: 1d10 + 7 ⇒ (4) + 7 = 11
Critical damage: 1d10 + 7 ⇒ (4) + 7 = 11
Trip Attempt: 1d20 + 10 ⇒ (6) + 10 = 16

Fauchard, sneaky maneuver, combat expertise, cleave vs. #3: 1d20 + 10 - 2 - 1 ⇒ (1) + 10 - 2 - 1 = 8

Sneaky Maneuver:

Anytime a rogue with this talent could hit an opponent with a melee sneak attack on her turn, she may take a –2 penalty on her attack roll and attempt a dirty trick, disarm, steal, sunder, or trip combat maneuver instead of dealing sneak attack damage. If the attack succeeds, the rogue deals weapon damage as normal and then attempts a combat maneuver check as a swift action (the –2 penalty only applies to the initial attack roll, not the combat maneuver check). This combat maneuver still provokes attacks of opportunity unless the rogue has a feat or ability that allows her to perform it without provoking attacks of opportunity.


Free Action: Drop crate
Move Action: 30 feet to current map location
Standard Action: Cleave
AC: 25 {19 + 2 combat expertise + 4 shield}


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"I would prefer to hold the line, but I will do what needs to be done."


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Champawat grabs whatever crates she can and moves over to Teniel. Her eyes dart around trying to locate the source of the female voice despite not understanding what the voice was saying. Once close enough to Teniel, she whispers "if we leave without all of the eggs, they'll move them and we won't be able to find them next time. Can you try to mark one that we don't take?"


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Probably not, but it should make packing them into fewer crates faster. Not to mention if we get attacked, they can continue packing while we hold the line. We also purchased some sacks and stuff.


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At seeing the automatons collecting the crates, Champawat quickly digs into the one nearest her and begins looking through the contents. It was time to find out the truth of what was in these crates.


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As the automaton care takers begin sounding off, Champawat slowly moves towards the nearest crate to have a peak inside. She moves slowly and quietly so as not to draw any attention to herself. As she moves she retrieves a small flask out of her bandolier and prepares to down the contents.

Stealth: 1d20 + 14 ⇒ (20) + 14 = 34

Retrieving shield extract; moving into position near the closest crate.


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Surprised when one of the automatons turns to address her and quite confused about what it was saying, Champawat stepped out of the shadows and into the light. She waved to the door way and motioned for her companions to join her. Her eyes continued to dart around the room as she was unused to being spotted when she didn't want to be. It made her feel uncomfortable and inadequate and put her on edge.

I've spent two points in linguistics but I never did pick new languages or role play the process of learning new languages. I'll have to remember to focus on that some after this scene.


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Champawat nodded and moved to enter the room. Sticking to the shadows as much as possible, she slowly approached the nearest crate.

Stealth: 1d20 + 14 ⇒ (6) + 14 = 20


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Champawat quickly pulls out her shiny new tools and begins to go to work on the lock.

Taking 20 on a Disable Device check will net me a 34 with the mw tools. Inspire Competence will give me a +2 competence bonus and Heroism will give me a +2 morale bonus. So after Inspiration, I'll need an aid another or +1 from somewhere else...

Inspiration: 1d6 ⇒ 1


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"Maks makes a good point. I can use the hat to resemble a common servant. Alree An, can you disguise yourself somehow? Otherwise I am ready when you are."


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Champawat extends her arm and makes an effort to shake the gnome's hand. "Truly sir, it has been an honor to meet you. I hope to see you again sometime. Maybe we could discuss experiments or collaborate on a project."

Champawat walked with a little more bounce in her step. The possibility of working with someone with a shared interest was invigorating.

Once back at the temple, they started to plan their mission. "Depending on how close you can get us, I should be able to navigate back to the door. Regardless, I'll try to open it quickly and quietly, but if you can block the sound, that would go a long way to maintaining our stealth, especially if I am unable to bypass the locking mechanism. If that is the case, a knock spell may work. Otherwise, we'll have to break the door down. Hmm, a make whole spell may be helpful in covering our tracks if that occurs. Once beyond the door, we really don't know what to expect. Does anyone have access to clairvoyance? Anyways, once through the door, we'll have to search for the eggs and be ready for potential resistance, traps, and alarms. I think we should be prepared for the worst."


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I believe Teniel is the bank. Maybe a crowbar, adventurer's sash, or a few sacks...I suppose the question is, should we actually find the dragon eggs, how are we transporting them? I'm assuming we'll be teleporting back out, but if that doesn't/can't happen for some reason, walking around carrying the eggs in our hands is probably not a good idea...


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Champawat looked around the foyer with awe. Her mouth hung open as her attention slowly went from item to item. Noticing the gnome again, she briefly shook her head to refocus and bowed. "Uh, my name is Champawat, and you have a magnificent workshop here. I am truly impressed." She was unsure if the gnome understood what she was saying, but she meant every word. She liked to dabble with chemicals and experiment, but she had never seen such a collection before. Master had quite a laboratory, but it was probably gone for good. Oh the things she could make with a little time here.


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"I'm in. I could use a chance to stretch my legs."


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"Better lock picks would be helpful and might be the easier to locate. With or without them, I am ready to try."


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"A vest of escape would be ideal. A scroll or two of silence, and maybe a few of knock as well. I will prepare an extract or two to help me look for hidden doors as well. Otherwise I am ready when everyone else is."


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I hope everything works out for you. You're a fantastic player and one the forums will sorely miss.


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"The hostess's daughter is quite promiscuous. While looking around, I witnessed her in rather outlandish behavior. Perhaps this information could be levied against her or traded to someone for access or information. I found a strong and reinforced door with an exceptional lock in a rather odd location. It's shear placement speaks to it's hidden nature. The lock was beyond my singular abilities, but perhaps with help, it could be opened. There is also the possibility of acquiring the key somehow. What about observing the manor until one of the more important servants was witnessed leaving and potentially replacing him or her with our own version?"


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"I am game to attempt whatever you feel is our best course of action. It will not be easy, getting all of us to the door, even opening the door, but we don't know what's on the other side. There could be guards, beasts, traps, or simply valuables that are not what we are seeking. We will be surrounded by a small army judging by the size of this place, and guilty of any number of crimes. Are you sure this is our next step?"


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Champawat makes her way back up and reverts back to her previous attire to report what she has learned to Teniel. "At the end of the vine cellar is a locked door. Beyond the locked door is a room full of cheese, and beyond that is a fermenting room for aging cheese. Past that I found a storage room, and eventually a circular door, bound in iron, with the best lock I've ever seen. I would need the key to search further. In my reconnaissance, I also witnessed the daughter of our host engaged in rather, erotic behavior with several people."


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Champawat moves about to look for an alcove or somewhere secluded. Once she has a moment of privacy, she uses the hat of disguise to alter her appearance to that of one of a human servant. Once the change is complete, she makes her way to the servant's entrance, careful to avoid contact with any of the party goers.


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Champawat gives a curt nod to Teniel and begins maneuver around to pick up a drink. A minute later, she feigns dropping the drink and spilling the contents. Embarrassed, she kneels down to pick up the cup and tries to slip her extract into the cup. She waits another minute or two as she slowly moves about the party before drinking the extract of comprehend languages. As she begins to understand the conversations around her, she moves closer to the head butler and begins to shadow him.

Sleight of Hand to palm extract: 1d20 + 10 ⇒ (13) + 10 = 23
Sleight of Hand to fill cup with extract: 1d20 + 10 ⇒ (14) + 10 = 24


Comprehend Languages; 40 minutes


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Her part in their endeavor complete, Champawat moved in closer to Tavros, as close as she could get. She was walking around a party in a world that she didn't know, with hundreds of strangers not likely to lift a finger to help her, while carrying stolen jewelry of the hostess's daughter. If anyone discovered what she had in her possession, she would probably be put to death in a matter of minutes. Unless of course they wanted to torture her first. Neither scenario seemed appealing.

With her hand in her pocket and her fingers wrapped around the necklace, a thought struck her. What if they were being setup? What if this man was less concerned about placing the counterfeit than he was with actually gaining possession of the real one. It was most assuredly valuable. It possibly had sentimental ties. Or maybe it was to be used in a magical spell some how, or just simple blackmail. Master would not approve of what they were doing, but what choice did they have? Everything they did was done to try and find Master. Surely the ends justified the means. What did they care about this world they never knew?

She continued to move closer to Taveos and started looking for the others. She was beginning to have very bad feelings about what was going on. She briefly even thought about planting the necklace on someone else, but quickly determined that that would probably just get them discovered quicker. She simply decided to stay near Tavros and her fauchard.


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Champawat quickly picks her way towards the daughter. Her hand slips into her pocket and grasps the necklace tightly. At the crashing of dishes, she makes her move. Her empty hand moves up to the back of the woman's neck, releases the clasp, and slips the necklace off. Her other hand quickly replaces the necklace before she turned to walk away.

Sleight of Hand to remove, inspiration: 1d20 + 10 + 1d6 ⇒ (10) + 10 + (2) = 22
Sleight of Hand to plant, inspiration: 1d20 + 10 + 1d6 ⇒ (14) + 10 + (5) = 29


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Champawat was awed at the spectacle on display before them. She had never witnessed such grand luxury. Life with Master was simple. Train, study, eat, sleep, and occasionally play. This, this was much different. The showmanship here was almost gaudy. She had not felt this nervous is quite some time, not even in the dwarven citadel. She quietly longed for combat. Something more simple, something she was familiar with. She longed to hold her fauchard in her hands. She glanced over at Tavros to ensure that he was still in possession of it, but even that did little to settle her nerves. She wished this party would be over soon. She did not like being surrounded and unsure of who her enemy was. She patted her pocket to confirm that the necklace was still there. What are we doing here she wondered to herself?


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I think I have the best sleight of hand modifier and a good stealth, and I can use inspiration to add a d6 to the roll, so yes. I believe with the hat I can even look like someone else the moment after I pull the switch so hopefully I can get lost in the crowd right afterwards.


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Champawat will use the hat of disguise to appear as a human and hopefully stick out less.


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"Tavros, I would ask that you carry my falchard. I am loathe to leave it anywhere outside of my sight, but I cannot carry it during this engagement. I would feel at ease if you would keep it safe. You can use it if need be, but I'm sure you won't need it."


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"The hat would definitely help me blend in. Every advantage that can get me closer to the target for the swap will be needed. I wonder, as valets, will we be armed? I have concerns as to what would happen if we are caught stealing a valuable necklace from a powerful noble...maybe a backup plan is in order in case we are caught, or worse yet, betrayed."

What about the animal companions and familiars? They may be recognizable as well.


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"Can we speak with your current valets? We will need to learn as much as we can about the local customs and the duties of a valet in a short amount of time. Hmm, how do you propose we deal with the language issue? Or do valets not speak?"


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I'm on the side of the fence that most of the PoW stuff is overpowered and game breaking. I think the concepts are pretty cool, but the specific abilities are more powerful than anything else in Pathfinder. I personally like to stage things, watch as plans come together, or see the dominoes fall. Anything that connects the dots really. Perform A to trigger B to initialize C that engaged D and finishes the chain. To me, most of the PoW stuff goes straight to obliterating D while skipping A, B, and C. Okay, it's powerful, no doubt about it, but it's also often boring. I don't enjoy 1-hit kills. It's not challenging.


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At best I'd only see you getting one attack off of the critical hit. You still only occupy one square, regardless of how many you can provide flanking from. I don't read it that you would get 8 attacks against a medium target.


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"Does this priestess of Tiamat have any rivals or enemies? Perhaps we can play on her concerns for her opposition. We have two days, we can spread rumors that we have been invited to perform for one of them. Maybe she could be forced into inviting us out of competition. She can't afford to be outdone by another.

I admit I know nothing about this Notorosake, but I am confident in our abilities. I am not worried about walking into the spider's lair. People are often overconfident in their homes, until that confidence is shattered. Please do not mistake my confidence for arrogance. No plan survive's contact with the enemy, and I can appreciate the danger and the risk, but it appears we have little choice in our avenue."


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"You know, you may be on to something there. Given the status of the local minotaur population, I believe we find ourselves in a very unique and positive position. What I mean to say is, what royal nobility wouldn't pay to see a dancing minotaur? Anyone of stature would almost certainly want to flaunt the most unusual entertainment that they could. I say we spread the rumors around town, of the traveling entertainment showcasing Tavros's special style. All of you seem to be very creative, especially when it comes to the arts. Besides, as they say, the best place to hide is the last place they would look. And the easiest entrance would be walking in the front door. A little dance, some music, and the shadow theater. What could be more entertaining?"


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"How should we crash this party? It doesn't sound like we have an invitation, although I don't know if one is needed, but we don't exactly blend in. At least not all of us. I believe some careful planning will be in order. If this person has answers that we seek, by all means, let us ask the questions."


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"I've been thinking about setting up an alchemy lab. It would allow me to work more efficiently, and this area seems like a good place. It's quiet and remote, which is a plus. I can also create a few things for the monks to keep or sell, as appreciation for our room and board. If you're going in to town, I'd like to go with you. That is, do you guys think we should set up a base of operations here? And we should definitely keep the hat. Even if it doesn't work too well for Tavros, it could still benefit me or almost anyone really. The talking hat sounds like a worthwhile investment. I have a feeling we'll need it on more than one occasion."

Champawat walked around the gardens often. It was relaxing, serene even. But the more she walked it, the more she thought about master. And the more she thought about master, the more she walked it. The lack of action was starting to wear her down. It made her antsy. Anxious, to do something, anything really, as long as it wasn't relaxing. If master isn't relaxing, then neither should I.


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Champawat had not spent much time on boats so this opportunity was a unique one to her. It was a new experience. She had been on the water before, but only for a few hours at a time. This sea voyage was enough to drive her crazy. Water, it was everywhere and it made her restless. She paced along on the deck, she hid out in the bowels of the ship, but she spent most of her time up on the mast and in the rigging. It was peaceful and relaxing as well as nerve-wracking and disconcerting. So much water, everywhere. It was almost like looking out over a vast, blue desert. She chuckled slightly to herself. She'd rather be in the desert. She needed to get a hold of herself. She retreated back into the bottom of the ship to seek out a quiet place to mix her reagents.

If possible, Champawat will spend two days to make one flask of alchemist fire. It there are enough materials around, she'll continue to try to make more.

Craft (alchemy), alchemy, crafter's fortune; Day 1; DC 20: 1d20 + 10 + 2 + 5 ⇒ (11) + 10 + 2 + 5 = 28 Progress 8 gp; Total 8/20
Craft (alchemy), alchemy, crafter's fortune; Day 2; DC 20: 1d20 + 10 + 2 + 5 ⇒ (14) + 10 + 2 + 5 = 31 Progress 12 gp; Total 20/20


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Level 3
Fighter (Cad) 3
+1 BAB
+1d10 Hit Points +1 (Con) +1 (Favored Class)
+1 Reflex Save
+1 Will Save
Catch Off-Guard bonus feat (replaces Armor Training)

Rogue (Scout/Thug/Underground Chemist) 3
+12 skill points
+1 Fortitude save
Brutal Beating - reduce sneak attack by 1d6 to inflict Sickened condition for 1/2 rogue levels in rounds (replaces Trap Sense).

Investigator 3
Investigator Talent (Infusion)
Keen Recollection
Trap Sense +1

Campaign Bonus Feat - Nimble Striker

Level 4
Fighter (Cad) 4
+1 BAB
+1d10 Hit Points +1 (Con) +1 (Favored Class) +1 (Toughness)
+1 Fortitude Save
Bonus Feat - Mobility

Rogue (Scout/Thug/Underground Chemist) 4
+12 Skill Points
Scout's Charge - deal sneak attack on charge (replaces Uncanny Dodge)
Precise Splash Weapon - deal sneak attack with splash weapons (replaces 4th level rogue talent)

Investigator 4
+1 Reflex Save
+1 Will Save
Swift Alchemy
Studied Strike 1d6
Studied Combat
2nd level extracts

Bloodrager 1 (Cheese Dip)
Fast Movement
Bloodrage
Bloodline: Celestial
Angelic Attacks - melee attacks count as good aligned for overcoming DR and deal an extra 1d6 against evil outsiders.

Campaign Bonus Feat - Extra Rage

Weapon
3rd level feat - Weapon Focus
4th level feat - Cleave
MCP -2000 for +1 enhancement


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Champawat could use a Vest of Escape.


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"Yes Tavros. The goat tribes set out and left the plateau and headed for the dwarven fortress. It was built into a mountain near a lake. Very defensible and it looked like everyone in the immediate area was heading there for sanctuary. One of their military leaders, a man named Hawk, advised us that an army of monsters was marching against them, intent on war. Tolheimia was able to barter our safe passage for our assistance in their war efforts, mostly as scouts as far as I know. We were able to acquire some basic supplies there, but with the war coming, supplies were going quickly. I'd imagine that the captain would have more information, but it's just a guess."


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I'm taking Profession (sailor). One of the discoveries I want allows me to use Inspiration without spending the use on several skills, one of them being Profession.

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