Man with a Pickaxe

Able Crask's page

33 posts. Alias of DBH.


RSS


Human male Brawler 2. HP24. AC17, T13,FF14. F +4, R +5, W +1. Init +2 Perception +6.

It's sad to see it fade away. Best of luck to you all.


Human male Brawler 2. HP24. AC17, T13,FF14. F +4, R +5, W +1. Init +2 Perception +6.

Able strolls with Fingers, also trying to remember anything he can about the area.
Knowledge (Local): 1d20 + 8 ⇒ (1) + 8 = 9 Never heard of it.

As Fingers goes to the door Able looks around to check for any watchers.
Perception: 1d20 + 6 ⇒ (2) + 6 = 8 Ok, looks like my dice are trying to kill me.


Human male Brawler 2. HP24. AC17, T13,FF14. F +4, R +5, W +1. Init +2 Perception +6.

Able nods. "Come on Fingers." He grumbles, "Time to talk to people. Since he ain't home then we start at the money launderers and work back to his house."


Human male Brawler 2. HP24. AC17, T13,FF14. F +4, R +5, W +1. Init +2 Perception +6.

Able takes a look around.

How many entrances are there to the kitchen and how many people work in it?


Human male Brawler 2. HP24. AC17, T13,FF14. F +4, R +5, W +1. Init +2 Perception +6.

Ah knees are so much fun. One of mine has pins holding it together and the other is titanium. Hope everything goes ok for you.


Human male Brawler 2. HP24. AC17, T13,FF14. F +4, R +5, W +1. Init +2 Perception +6.

Hearing the yell Able starts running to the kitchens.


Human male Brawler 2. HP24. AC17, T13,FF14. F +4, R +5, W +1. Init +2 Perception +6.

Perhaps we should use the roll here and if it's low take the average for your class rule most games use, rather than having characters with poor HP's?

Also the full details to make it easy for the Pixie.

Able Crask.

Brawler 2.

HP 10 + 2 (con) = 12.

BAB + 1

Feat - Weapon focus (Unarmed strike)

Skills:
Acrobatics + 1 (Favored class bonus)
Climb + 1
Escape artist + 1
Intimidate + 1
Knowledge Local + 1
Perception + 1
Profession Guard + 1
Ride + 1
Sense motive + 1


Human male Brawler 2. HP24. AC17, T13,FF14. F +4, R +5, W +1. Init +2 Perception +6.

Knowledge Local on Zincher?: 1d20 + 8 ⇒ (16) + 8 = 24

Able sticks to the background workings, as he was hardly the pretty face a casino wanted charming the customers.

Talking to Fingers. "He's right. What's a boss like Zincher doing playing games here? Unless he thinks it's already his."


Human male Brawler 2. HP24. AC17, T13,FF14. F +4, R +5, W +1. Init +2 Perception +6.

If'n they keep it to fists that's fine, when they pull the weapons I'm not playing anymore." Is able's blunt comment.

By which Able means he'll stick to non-lethal as long as his opponents do, but he isn't going to be as nice if they pull weapons.


Human male Brawler 2. HP24. AC17, T13,FF14. F +4, R +5, W +1. Init +2 Perception +6.

HP: 1d10 ⇒ 10 What I got on PCGen, so that's good.


Human male Brawler 2. HP24. AC17, T13,FF14. F +4, R +5, W +1. Init +2 Perception +6.

Able is leveled and ready to go.

One question, how are we doing HP's?

Also, who is carrying the Wand of CLW. Keybella is the only one who can use it I believe. Unless Zarine has UMD high enough?


Human male Brawler 2. HP24. AC17, T13,FF14. F +4, R +5, W +1. Init +2 Perception +6.

Sooo we level up?


Human male Brawler 2. HP24. AC17, T13,FF14. F +4, R +5, W +1. Init +2 Perception +6.

Thanks. I use the method Fingers has mentioned as well in my games, it means the map is always at the top of the page for the players. Another handy trick is to add a colored border to each NPC, I've done it here. It's the 4th set of icons along the tool bar. Border color to color your NPC and border weight to thicken the lines enough to be seen clearly.

Able steps forward, since the fools have drawn weapons he isn't going to be nice to them. Attacking the yellow thug.

Unarmed strike: 1d20 + 6 ⇒ (18) + 6 = 24
damage: 1d6 + 4 ⇒ (5) + 4 = 9

Driving an iron fist into his face with a satisfying crunch.


Human male Brawler 2. HP24. AC17, T13,FF14. F +4, R +5, W +1. Init +2 Perception +6.

Where is the map?


Human male Brawler 2. HP24. AC17, T13,FF14. F +4, R +5, W +1. Init +2 Perception +6.

Fingers, Herman. You going in for the Wand of CLW? 150gp is your share.

Abel moves to come up behind the troublemakers, giving Herman, Fingers, Zarine and Keybella the signal that the party might be needed.

"Break anything else and we break you!" He says to draw their attention to him and let the rest of the party move up behind them.


Human male Brawler 2. HP24. AC17, T13,FF14. F +4, R +5, W +1. Init +2 Perception +6.

perception: 1d20 + 5 ⇒ (15) + 5 = 20
perception: 1d20 + 5 ⇒ (12) + 5 = 17
perception: 1d20 + 5 ⇒ (6) + 5 = 11
perception: 1d20 + 5 ⇒ (14) + 5 = 19
perception: 1d20 + 5 ⇒ (17) + 5 = 22
perception: 1d20 + 5 ⇒ (14) + 5 = 19
perception: 1d20 + 5 ⇒ (14) + 5 = 19
perception: 1d20 + 5 ⇒ (2) + 5 = 7
perception: 1d20 + 5 ⇒ (11) + 5 = 16
perception: 1d20 + 5 ⇒ (7) + 5 = 12

So a total of 162 = 1620gp. As soon as Abel hits 1200gp he buys a Mithril shirt if he can. And as a wand of CLW with 50 charges costs 750gp he will put in his share if others want to go for one?


Human male Brawler 2. HP24. AC17, T13,FF14. F +4, R +5, W +1. Init +2 Perception +6.

Can I make it Perception to spot trouble, or Profession Gambler to spot cheats? I don't have any respectable job skills. I'm happy to make the 10 checks rather than try to play 2 months of work. :)


Human male Brawler 2. HP24. AC17, T13,FF14. F +4, R +5, W +1. Init +2 Perception +6.

So what profession covers Bouncer the best?

Abel nods and agrees, it's what he came here for in the first place.


Human male Brawler 2. HP24. AC17, T13,FF14. F +4, R +5, W +1. Init +2 Perception +6.

Abel shrugs, he was here to look for work anyway, and certainly didn't cover himself with glory in the scuffle, being blinded and doing nothing of note. "Sure." Is his eloquent response.


Human male Brawler 2. HP24. AC17, T13,FF14. F +4, R +5, W +1. Init +2 Perception +6.

Unless anyone gets close enough for Abel to get hold off then he's waiting out his blindness. This round and 3 more to go. :(


Human male Brawler 2. HP24. AC17, T13,FF14. F +4, R +5, W +1. Init +2 Perception +6.

Abel is still good to go.


Human male Brawler 2. HP24. AC17, T13,FF14. F +4, R +5, W +1. Init +2 Perception +6.

Sorry to hear these. Your health is the most important thing, so look after yourself first and worry about this game later.


Human male Brawler 2. HP24. AC17, T13,FF14. F +4, R +5, W +1. Init +2 Perception +6.

Hope you're getting better.


Human male Brawler 2. HP24. AC17, T13,FF14. F +4, R +5, W +1. Init +2 Perception +6.

You could have him subtly draw his weapon this round, using either his Bluff or Slight of hand. Then have him attack next round with a Sneak attack. The opposition do get perception to spot him doing this however.

Or since Able and Fingers have a connection Fingers could just check how Able is this round. Able being the muscle of the two of them, Fingers would probably want him to be providing protection.


Human male Brawler 2. HP24. AC17, T13,FF14. F +4, R +5, W +1. Init +2 Perception +6.

Able drops to the floor, waiting for his vision to clear and listening carefully to try and work out where everyone is?

Perception: 1d20 + 5 ⇒ (10) + 5 = 15


Human male Brawler 2. HP24. AC17, T13,FF14. F +4, R +5, W +1. Init +2 Perception +6.

Standing back and observing Able doesn't talk to anyone, he scans the room looking for any signs of trouble, a habit from his days as a bouncer.
Perception: 1d20 + 5 ⇒ (9) + 5 = 14

Making sure to always be aware of Fingers and be ready to act on his signal.


Human male Brawler 2. HP24. AC17, T13,FF14. F +4, R +5, W +1. Init +2 Perception +6.

Able moves closer to Fingers table, but makes sure to not be close enough to him to be associated with him.

He stretches his arms and studies the crowd, looking for a face he doesn't like.


Human male Brawler 2. HP24. AC17, T13,FF14. F +4, R +5, W +1. Init +2 Perception +6.
"Fingers" Mitchell wrote:


He clears his throat and whispers to Able as surreptitiously as possible. "Wanna work together on this caper, Able? If I get goin' good at t'tables, you can help out by causin' a scene while I nimble up some cards or p'haps a few silver sails, yeah? Splittin't the take 50/50 if it plays."

Able considers the offer carefully, he'd never understood the lure of gambling himself, but it always drew hordes of fools with coin to lose.

"Ok." He nods, reverting to the 'Big, dumb muscle' role he'd done so many times before.


Human male Brawler 2. HP24. AC17, T13,FF14. F +4, R +5, W +1. Init +2 Perception +6.

Able nods a greeting to fingers. "Nah." He clenches one big fist momentarily "Guard had a sudden accident and I scarpered while the getting out was good." He grumbles, giving the room a dubious look over. "Thought I'd pick up some work here for a while."

His eyes focus on the bouncers costumes. "Now I'm start'n to have second thoughts. Bouncin's hard enough without having to dress like a pounce as well."

He shrugs philosophically and gives Fingers an amused look. "So what you doing here Fingers? You ain't crazy enough to think you can win the prize are you?"

Sorry for my lateness, Gameplay wasn't showing up as started for me.


Human male Brawler 2. HP24. AC17, T13,FF14. F +4, R +5, W +1. Init +2 Perception +6.

Able stands 6.5, has a face that defaults to 'I want to hurt you.' Has large hands with leather strapping on them and likes to loom over people.

But he's really a nice guy. :)


Human male Brawler 2. HP24. AC17, T13,FF14. F +4, R +5, W +1. Init +2 Perception +6.

Able has the 'Looking for work' trait, so he's not going to gamble.


Thanks for picking me. Sorry to those who missed out.

A Fighter, Brawler, Rogue, Cleric & Sorcerer. Nice mix.


DBH here.

My Brawler Able Crask.

Crunch:

ABLE CRASK

Male Human (Ulfen) brawler 1, NG medium humanoid (human), Init +3; Senses Perception +5,

Languages Common, Dwarven, Hallit, Skald, Varisian

AC 16, touch 13, flat-footed 13, hp 12 (1HD)

Fort +4, Ref +5, Will +1, +2 trait bonus to Fortitude saves vs. poison and drugs, +4 trait bonus to Fortitude saves to avoid the effects of alcohol

Speed 30 ft. (6 squares)

Melee unarmed strike +5 (1d6+4)
Melee dagger (cold iron) +5 (1d4+4/19-20)
Ranged dagger (cold iron/thrown) +4 (1d4+4/19-20)
Ranged light crossbow +4 (1d8/19-20)
Melee morningstar +5 (1d8+4)

Abilities Str 18, Dex 16, Con 14, Int 16, Wis 12, Cha 12
Base Atk +1; CMB +5; CMD 18

Atk Options Power Attack,

Special Qualities Bonus Feat, Brawler's Cunning, Martial Flexibility, Martial Training, Skilled, Weapon and Armor Proficiency,

Feats Deflect Arrows, Improved Unarmed Strike, Power Attack

Skills Acrobatics +6, Appraise +3, Artistry +3, Bluff +1, Climb +7, Craft (Untrained) +3, Diplomacy +1, Disguise +1, Escape Artist +6, Fly +2, Heal +1, Intimidate +5, Knowledge (Dungeoneering) +7, Knowledge (Local) +7, Perception +5, Perform (Untrained) +1, Profession (Gambler) +6, Ride +2, Sense Motive +5, Stealth +2, Survival +1, Swim +3,

Possessions unarmed strike; outfit (traveler's); studded leather; morningstar; Backpack, Common [ Survival Kit (Common); Shaving Kit; Mess Kit; Waterproof Bag; Grappling Hook, Common; Rope (Silk/50 ft.); Soap; Oldlaw Whiskey (Bottle); Canteen; Bedroll; Blanket (Winter); Crossbow Bolts (10) (x4); Crowbar; Lantern (Bullseye/Waterproof); Oil (1 Pint Flask) (x2); Shovel; ]; Waterproof Bag [ Rations (Trail/Per Day) (x11); ]; Canteen ; Belt Pouch [ Sewing Needle; String (50 ft.); ]; Wrist Sheath [ Dagger (Cold Iron); ]; Light Crossbow ;

Bonus Feat Humans select one extra feat at 1st level.
Brawler's Cunning (Ex) If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Iron Liver You gain a +2 trait bonus on Fortitude saves against poison and drugs, and a +4 trait bonus on Fortitude saves to avoid the effects of alcohol.

Looking for Work (Profession (Gambler)) Pick one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Profession (gambler), or Spot. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you.

Martial Flexibility (Ex) The brawler can use a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The brawler must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 4. The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation, any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.

Martial Training (Ex) A brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Weapon and Armor Proficiency A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, and shields (except tower shields).

Fluff:

Able was born big and grew larger, even on the meager food an orphanage provides. Naturally strong and blessed with a face designed to scare people he soon found himself pigeonholed into jobs that used those advantages.

Able is a lot smarter than he lets on, he learns a lot of interesting things from people who talk in front of what they see as dumb muscle.

He's shown up looking for work at the Gold Goblin, Bouncer is easy work for him and he's done it before.

Able doesn't talk much, he's planning on taking a level or two of Rogue later on to use the brains and agility life gave him.

Notes:

He has the Deflect arrows feat to show he's used to having broken bottles and mugs thrown at him while working as a bouncer.
If needed I can easily change him to any class needed, stats this good are rare for me and I'm hoping he gets picked.