M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
round 2
Col know good advice when he hears it and slowly backs up as his strenght slowly drains from his body. He finds the wall and makes his way out toward the light.
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
He looks to Ayko, "Does it matter what I heard? It has to be better then running into a bunch of insects." Shivering at the the thought of bugs. Testily he continues, "Sounds like voices and rat squeaking down the othe hall. Much better then bugs right?
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
Col take another step away from the skeletal beast as he launches another stone. He yells encouragement to Sebastian, "Nice shot!" Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Provokes another AoO if it has 10' reach
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
Thinking about dipping 1 level in Swashbuckler Inspired Blade and taking fenscing grace as my feat. I think this will help us in the damage department. GM Peachbottom how do you feel about this?
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
Heeding Ayako's words Col reaches into his belt pouch and quickly removes and drinks an extract. Drawing his rapier as he moves forward he yells to ht Hell Knight. "Look out behind you." Long arm
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
Out of the way fool or it will be you who gets broken," Col warns the impertinent knight as he shows the man his pseudodragon's mark. Diplomacy: 1d20 + 10 ⇒ (5) + 10 = 15 not very diplomatic, total defense
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
Knowledge (Local) DC 15: 1d20 + 8 ⇒ (19) + 8 = 27
Col asks Kroft, "Is there anything you can give us to help against undead we might encounter?" Sorry busy Monday
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
knowledge (Local) DC10: 1d20 + 8 ⇒ (14) + 8 = 22
Col admonishes the guards, "Make sure no harm comes to her. looking them in the eye he asks, "Where is Kroft?"
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
"Tie her up and gag her if we must," Col offers as he retrieves his rope. He considers for a moment, "Although we might have to fight our way out of the Shingles if we do tie her up. Lets try reasoning with her when she awakens."
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
I love chases, that means it will probably be over quick :( Acrobatics DC20: 1d20 + 8 ⇒ (12) + 8 = 20 Col launches himself across the narrow surface thrusting his arms out for balance. edit forgot my Armor check penalty -1 so I will use 1 inspiration
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
Strength Check: 1d20 ⇒ 5
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
"If the likes of you are protecting here she needs our help more than she realizes, Col remarks to himself. "Now lads move aside or take us to Trinia before the mob gets here," Col informs the young men. Diplomacy: 1d20 + 10 ⇒ (12) + 10 = 22
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
Diplomacy: 1d20 + 10 ⇒ (12) + 10 = 22 Including +2 for medal
"We are trying to help Trinia and protect her from the mob," Col remarks. He considers his words for a moment and then adds, "What do think will happen to her if the mob gets their hands on her."
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
Knowlege (Local) DC:5: 1d20 + 8 ⇒ (7) + 8 = 15
"Lets get going then," Col states. Along the way he shares what he knows about the shackles and Kalepopolis.
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
"We believe that the ettercap was behind the production of shiver and was using Devargo for his own sinister purposes," Col adds. Later, Col rests in his bunk submitting to Ayako's skillful ministrations.
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
Col fall to the floor in relief and thinks,[i]That was close. As he lays there he berates himself, [i]You're smarter than that, you shouldn't be rushing into unfavorable terrain. Next time let your enemies come to you. Finally he admits, "I not doing so well lets search this place and be done with it."
M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3
Round 9
About Agnar HrolfsonHeight: 6'2" Weight: 210lbs Hair: Light brown Eyes: Blue Init+1; Senses Perception +4
Channel Energy: 5d6, 6/day Uses left today: 6 (Will DC 17) Domains: Animal, Community Domain Abilities: Speak with animals (Sp), 6 rounds/day (6 left)
Animal Companion: Fang(Wolf) Size Large; Spd 50 ft.; AC 21, touch 13, flat-footed 18 (+2 Dex, +1 dodge, +8 natural, -1 size); hp 57; Fort +10, Ref +7, Will +4 (+8 vs enchantment); Attack bite +9 (1d8+9 plus trip); Base Atk +4; CMB +11; CMD 21 (25 vs. trip); Str 23, Dex 15, Con 20, Int 2, Wis 12, Cha 6; SQ low-light vision, scent; Skills Perception +13, Survival +10 (+14 scent tracking); Feat Dodge, Improved Natural Attack (bite), Skill Focus(Perception), Skill Focus (Survival); Tricks Combat Training (attack, come, defend, down, guard, and heel), fetch, seek, track Skills: Handle Animal +7, Diplomacy +10, Heal +12 (+14 w/ healer's kit),
Feats: Clustered Shots, Extra Channel, Point Blank Shot, Precise Shot, Selective Channel, Self-Sufficient Traits: Devotee of the Green, Pioneer Spells: 0- create water, light, resistance, stabilize
4th-- blessing of fervor, neutralize poison (DC 19), restoration, summon nature's ally IV (animals only)[D]
Equipment: light horse, bit and bridle, riding saddle, Skybolt (+2 thundering composite longbow [+4 Str]), kinbonded +1 composite longbow (attuned to Katerina--no soft cover (+2 Str), efficient quiver (loaded with 20 arrows, 20 alchemical silver arrows, 20 cold iron arrows, longspear, and short spear), cold iron dagger, +2 chain shirt, +1 buckler, ring of protection +1, headband of inspired wisdom +4, restorative ointment (5 doses), scroll of restoration, wand of lesser restoration (50 charges), backpack, bedroll, healer's kit(10 uses left), flint and steel, 50ft hemp rope, spade, wooden holy symbol, 3 flasks of acid, 2 flasks of alchemist's fire, 2 sun rods, 2 torches, waterskin, whetstone, 10 days trail rations, mess kit, iron pot, 2 gold bracelets (100 gp ea.), 11,945gp, 46sp, 23cp Holy Symbol: This symbol allows a follower of Erastil to grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each plus your Strength modifier. You can use your claws for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive. Used: 0 rounds Background:
Agnar grew up in the borderlands, a harsh life that taught him self-reliance, faith in Erastil, and the importance of family and community. He divided his time between hunting and providing spiritual guidance to his community. Recently, his village hosted a band of explorers headed south into the Stolen Lands. Hearing of their intent to explore the great, verdant wilds struck a chord in Agnar. He longed to not just trek into the wilderness for sustenance, but to throw himself wholeheartedly into the wilds. Here was a grand adventure: to survive in the wilderness with nothing but himself, a band of stalwart companions, and the watchful gaze of Old Deadeye to protect him. A grand adventure, indeed. |