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Conner of Cambent's page

613 posts (614 including aliases). No reviews. No lists. No wishlists. 1 alias.


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HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

Yeah, same. Don't worry about it, we understand.


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

I'm so sorry, that's terrible


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

My prayers to Thor worked! Only had to sacrifice five goats, and new personal best!


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

Dang, good luck to both of you.


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

Conner heads to the bar for a drink and some time to evaluate his situation. The company was good enough, working in a bar was never bad, and he might not even have to stab anyone for a while. Things were looking up.


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

Conner doesn't take long to consider it, it's not like he had any better offers and he certainly couldn't fault the company. He takes her hand "Deal." He looks down at the goblin. "I'd love a hat."


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

Conner helps get the wagon loaded, keeping a straight face as best he could. Was it really going to be this easy?

One wagon trip later, turns out...yeah, it was going to be that easy. He nods politely when introduced, but when all is said and done he shrugs. "Well ladies that went smoothly, I'd tip my hat if I wore one, now all that's left is for us to settle up."


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

This calls for the "It's ok, we're cool" tactic. Then, blame everything on Edric.


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

Conner keeps his face neutral, this could turn out to be the easiest job he's ever had! He might not even have to stab anybody!


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

Conner spends this exchange doing his best to chase down an itch inside his boot rather than look at the man guarding the house. Sometimes the most convincing lie is not having to tell one at all.


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

Oh my God, that's terrible!


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

"Conner. And yeah, shouldn't be a problem."


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

"Huh. Alright, work is work. You ladies have a plan?"


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

Oh dang, my bad, I'll fix that.


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

Conner leans against a wall, watching all this. The ladies not letting themselves get fleeced was nice, especially since he felt Gavin owed him money. Or at least, a chance to get back money he saw as rightfully his. "Now that's worked out, may I ask just what the job is? Because it sounds like you're looking to take something from someone who might object. Violently. I don't charge extra for swordplay, but I do prefer to know before it starts if I might have to participate."


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

Holy crap are you okay?


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

Conner looks over at the group. Oh, nice. "Porter? I can do that, I need a bigger purse to help me win my money back from this one." He jerks his thumb at Gavin.


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

Connor hasn't noticed the group, his attention on rifling through his pack, something he tries to keep with him at all times. He hasn't been in town long and the idea of leaving his few belongings in a room somewhere when he doesn't know if it will still be there later, does not appeal to him. His armor looks very broken in, and his dark brown cloak still has road dust on it, as do his boots. On his left side is a basket-hilted rapier, and on his right is a dagger, light hammer, and a quiver of arrows. Finally finding what he was looking for, he tosses Gavin a few silver. "I told you I was good for it, next time you won't have so many lucky hands." In truth he'd been hoping the merchant had been deep enough in his cups the previous night for the card game to slip his mind, ah well. His hair and beard looked a few days past needing a trim, besides that and the small arsenal he carried he was the picture of nondescript.


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

Ouch, that stinks, hope you feel better soon


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

Okay, that should be everything, I decided to switch to a Dex build to get my AC and Reflex up, Initiative's not quite as high and weapon damage took a hit, but I like this better.


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

I'm mulling over the second, when I have time I want to review the IC thread and see if being entangled with one crime lord or another would cause too many complications.


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

Okay, I'm pretty sure I've got everything, my sheet is typed up in my profile.


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

Hey, happy to join the group! I decided to diverge from the classes I typically play and try a Magus, if there's no problems with that.


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

That stinks, it was fun while it lasted.


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

"I'll take what I can get." Conner winces and checks out his burn. "Okay, do we rush in before whatever's down there can get ready, or take it slow and try to scout it out?"


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

Reflex save: 1d20 + 4 ⇒ (16) + 4 = 20


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

sorry but I can't really go anywhere else


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

Conner rushes the ghouls surrounding Ekan, laying into the one flanking the monk first.

Attack 1: 1d20 + 13 ⇒ (3) + 13 = 16
Attack 2: 1d20 + 8 ⇒ (16) + 8 = 24

Damage 1: 1d10 + 5 ⇒ (8) + 5 = 13
Damage 2: 1d10 + 5 ⇒ (5) + 5 = 10


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

Conner looks over the pick then stows it in his pack for later. "It's not so much the picks, as the digging. Someone was doing a lot of digging down here but also in several places, which means they were looking for different things, or didn't know just where to look. Makes me wonder what prompted it in the first place."


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

how close is the mold to the pickaxes?


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

Conner whispers, "Back out, slowly."


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

Conner nods in thanks for the healing. "It's as good a way as any other."


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

No worries, man.


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

Conner actually takes a step back, wincing as wounds appear from nowhere. "That...hurt a bit. We might want to take this more carefully, our undead friend doesn't seem to trigger the same traps, assuming that's what this was."


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

1d20 + 9 ⇒ (13) + 9 = 22
1d20 + 9 ⇒ (9) + 9 = 18


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

Conner steps back and talks quickly. "He broke through the floor and undead hands are pulling him down, but this might not be anything that actually happened."

Will save: 1d20 + 6 ⇒ (1) + 6 = 7


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

Conner ignores the magic babble and focuses on the parts he understands. "If it's something he did here, what was he doing here? What was he digging for?" He moves closer, poking at the floor.


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

Conner raises his shield. "I can see Aldern in front of me, digging in the floor with a pickaxe. He keeps saying 'for you'."


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

Good luck.


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

"Take the books with us, we can go over things in more detail when we're not pressed for time."


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

Conner keeps his distance from the undead lady. If she survived this fight, they might be forced to kill her.


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

*jerks awake* I'm here, I was totally paying attention.


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

It's fine with me, take a break if you need to.


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

Conner attempts to help search, but honestly this isn't his area of expertise.

Perception: 1d20 + 2 ⇒ (6) + 2 = 8


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

No worries, good luck with that thing that I totally know what it is.


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

"Well of course, now that you said it and jinxed us." Conner keeps his shield up as they follow the...woman.


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

Conner nods and follows, if this "revenant" could draw the enemy's attention, the group could flank them.


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

Man, that sucks. Sorry to see you go.


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

1d20 + 6 ⇒ (13) + 6 = 19

Conner winces slightly, but doesn't otherwise react. If this...person was so enraged she'd tear off after Aldern and rip some pieces off him, Conner wasn't about to object.


HP: 23/23 AC 17, Fort +5, Ref +0, Will +4; Init +3; Perception +7; CMD 14 Human Magus 2

Conner glances in the room then steps back to the side of the door, adjusting his grip on his sword. Yup.

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