Human. Wizard 4. HP 32. AC14. T13. FF11. Ref +5. Fort +4. Will +5. Init +3. Perception +9
Dain will cast Mage armor on himself. "Miss Capricia, I have a spell that will increase the damage your bow does." He says politely. "Once we meet these creatures do you wish me to cast it?" Gravity bow if you want it.
Human. Wizard 4. HP 32. AC14. T13. FF11. Ref +5. Fort +4. Will +5. Init +3. Perception +9
"A Masthead is what's wanted I believe. The Princess crow is the ships name so something along that line would be nice." Dain adds helpfully. That is the ships name I think? And Dain is talking to Wesh not Hartha.
Human. Wizard 4. HP 32. AC14. T13. FF11. Ref +5. Fort +4. Will +5. Init +3. Perception +9
Dain looks up for where he's been examining the loot. "Dain Westhook. I handle arcane matters. A pleasure to meet you all." The parrot with the vivid red and blue coloring on his shoulder nips his ear painfully. "And this charming lady is Betty." Dain adds with a wince. I'm happy to add 200gp to getting a wand of CLW.
Human. Wizard 4. HP 32. AC14. T13. FF11. Ref +5. Fort +4. Will +5. Init +3. Perception +9
Dain examines the potions.
"The amulets are those of protection." He tells the others. "The Spear is magic, but a mystery to me."
Human. Wizard 4. HP 32. AC14. T13. FF11. Ref +5. Fort +4. Will +5. Init +3. Perception +9
Dain signs the manifest and then examines the magic items.
I believe Dain can identify the potions without rolling Spellcraft? What does he detect?
Human. Wizard 4. HP 32. AC14. T13. FF11. Ref +5. Fort +4. Will +5. Init +3. Perception +9
"An officers share sounds nice." Dain muses idlely. Obstacles:
Round one:
Intimidate: 1d20 + 2 ⇒ (4) + 2 = 6 Not intimidating anything.
Round two: Obstacle one repeat: Dain will try both again. Intimidate: 1d20 + 2 ⇒ (18) + 2 = 20
Perception: 1d20 + 9 ⇒ (5) + 9 = 14 Round three: Obstacle three: Dain will attempt both. Jump it!: 1d20 + 3 ⇒ (11) + 3 = 14
Round four: Jump it!: 1d20 + 3 ⇒ (13) + 3 = 16
Round five: Obstacle Four: Attempting both. Sense motive: 1d20 + 3 ⇒ (16) + 3 = 19
Obstacle Five: Trip: 1d20 + 3 ⇒ (12) + 3 = 15 Whoot! Round Five: Obstacle six: Attempting both. Acrobatics: 1d20 + 1 ⇒ (4) + 1 = 5
Round six: Obstacle six: Attempting both. Acrobatics: 1d20 + 3 ⇒ (17) + 3 = 20
Round seven: Acrobatics: 1d20 + 3 ⇒ (18) + 3 = 21
So Seven rounds for Dain, he scrambles up and checks in. Tidying his disarranged clothing and trying hard to not look flustered. Betty lands and his shoulder, having leisurely flown over the course, she sniggers mockingly in his ear. "I haven't seen you run that fast since that Innkeep caught you in bed with his daughter back in Port peril!" Dain ignores her and looks around to see who else made it? Not really a nice challenge for a puny Wizard, but Dain did alraight. Probably lost by miles though.
Human. Wizard 4. HP 32. AC14. T13. FF11. Ref +5. Fort +4. Will +5. Init +3. Perception +9
"Ah well, it always comes out again. One way or the other." Dain smiles once Dhavyn is more recovered.He offers the water to Barnabus if the Dwarf wants to rinse his mouth out. "Dain Westhook. I would have joined the game, but thought my head start would be unfair." He grins showing he's hardly serious. Nodding at Dhavyn's suggestion. "Racing in this sun? yes, lets leave that to the bold." He ambles along with the others to the lumberyard, giving off the impression that he prefers to take a relaxed approach to life.
Human. Wizard 4. HP 32. AC14. T13. FF11. Ref +5. Fort +4. Will +5. Init +3. Perception +9
Knowledge(Local): 1d20 + 10 ⇒ (17) + 10 = 27 To identify Dhavyn's race. Seeing the Undine painting the cobblestones with his guts Dain smiles, he's been there more than once himself and feels some sympathy for him. Getting some clean water he offers it to the Undine. "That's the stuff my friend. You did well getting so far. Console yourself with the knowledge it was free booze." Giving him a easy smile he offers him the water to rinse his mouth out. Dain stands about 6.3 and has brown hair bleached by the sun, along the tan of someone who spends a lot of time at sea. He's well built, but obviously not a fighter, wearing the pants and shirt of a ships officer, under a loose coat. He has grey eyes and an easy smile, with a pair of scroll cases on his hip. A colorful parrot is perched on his shoulder, glaring at the world with avian scorn. The page crapped out on me halfway though posting. Looks like it's working now.
Human. Wizard 4. HP 32. AC14. T13. FF11. Ref +5. Fort +4. Will +5. Init +3. Perception +9
Carried along by the crowd Dain's grey eyes widened with interest at the challenge thrown down to all. "You've already had your challenge.. And you lost, fool!" Came the voice of cold cruel reason on his shoulder. Shrugging, and taking some satisfaction at the squawk of protest this produced Dain had to agree, he already had a head start on the other contestants, besides a very intimidating looking Dwarf had just entered. Dain had tried drinking with Dwarves before, to his eternal regret. Shaking his head he found a comfortable spot with a wall to lean against and settled in to watch someone else make a fool of themselves.
Human. Wizard 4. HP 32. AC14. T13. FF11. Ref +5. Fort +4. Will +5. Init +3. Perception +9
Knowledge(Local): 1d20 + 10 ⇒ (4) + 10 = 14
It's obvious what Dain's been doing. Sitting at a table in a spot carefully chosen to be both cool and shaded, and to have a good view of the festival Dain studied the selection of exotic and potent drinks in front of him the the deliberation of a true hedonist. "Ye've had enough you sot!" The blue and red feathered pest on his shoulder told him cruelly. Dain gave Betty a glare, but refrained from answering back. Her beak was nasty and sitting on his shoulder gave her far too many delicate targets to choose from. Sighing he stood up slowly and carefully, maybe Betty was right he thought as everything swayed like storm tossed ship for a second. "No more for me my love." he told the pretty barmaid, tossing her the required coins, and a few more for her inviting smile. Practiced as it no doubt was. He brushed his long, sun bleached brown hair back and studied the crowds, a tall, well built man, with an easy smile and good looks. Dain did his best to mask how clever he really was, approaching life with a sleepy look and a devotion to taking things as easily as he could. "Shall we go and listen to the music Betty?" He asked his familiar, Betty bobbed up and down on his shoulder. "Yes, yes, lovely music!" Dain smiled. "Just remember not to sing this time, last time you made that pretty Bard cry you were so bad!" The painful nip to his earlobe was worth it. Sorry for my lateness, I posted in the discussion thread, but this didn't show up in my campaigns tab.
Human. Wizard 4. HP 32. AC14. T13. FF11. Ref +5. Fort +4. Will +5. Init +3. Perception +9
@GM. Are we working, or passengers? Dain is tall and well built for a Wizard. With the tan and bleached hair of a longtime sailor. If we're not working he spends most of his time testing the light blocking properties of his wide brimmed hat. He does however keep an eye on the ships course, watching the sun, the stars and any landmarks it passes.
DBH here, with my Wizard. Crunchie bits:
DAIN WESTHOOK Male Human (Ulfen) universalist 4, NG medium humanoid (human) Init +3; Senses Perception +9, Languages Aquan, Common, Draconic, Dwarven, Elven, Osiriani, Polyglot, Skald, Tien, Varisian AC 14, touch 13, flat-footed 11, hp 32 (4HD), Fort +4, Ref +4, Will +5 Abilities: STR 13 (+1), DEX 16 (+3), CON 16 (+3), INT 20 (+5), WIS 13 (+1), CHA 15 (+2) Speed 30 ft. (6 squares) Ranged crossbow, light +1 +6 (1d8+1/19-20), within 30 ft. +7 (1d8+2)
Base Atk +2; CMB +3; CMD 16. Special Actions Hand of the Apprentice, Prepared Spells Prepared Spell List
Special Qualities Arcane Bond, Arcane School, Bonus Feat, Cantrips, Familiar, Familiar's Alertness ability active, Skilled, Universal School, Feats Alertness, Combat Casting, Point-Blank Shot, Precise Shot, Scribe Scroll Skills:
Possessions bracers of armor +1; outfit (traveler's); spellbook (wizard's/blank); Crossbow, Light +1 ; Handy Haversack [ Shaving Kit; Survival Kit (Masterwork); Waterproof Bag (x2); Lantern (Hooded/Waterproof); Bedroll; Blanket (Winter); Chocolate (Bar) (x2); Coffee (Cup) (x20); Rations (Trail/Per Day) (x10); Rope, Spider Silk (50 ft.); Bolt (Grappling); Oldlaw Whiskey (Bottle); Oil (1 Pint Flask) (x2); Crowbar; Soap (per lb.); Wine (Fine/Bottle) (x2); Crossbow Bolts (10) (x4); ]; Waterproof Bag [ Ink (1 oz. Vial) (x2); Stationery; Inkpen (x2); Paper (Sheet) (x10); ]; Belt Pouch [ Fishhook; Sewing Needle (x2); String (50 feet); ]; Wrist Sheath [ Dagger (Cold Iron); ];
Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature. Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots. Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other. Familiar's Alertness ability active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat. Hand of the Apprentice (Su) You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability 8 times per day. River Rat (marsh or river) You learned to swim right after you learned to walk. As a youth, a gang of river pirates put you to work swimming in nighttime rivers and canals with a dagger in your teeth so you could sever the anchor ropes of merchant vessels. You gain a +1 trait bonus on damage dealt with a dagger and a +1 trait bonus on Swim checks. Swim is always a class skill for you. Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. Universal School You have chosen not to specialize in a single school of spells.
Fluffy bits:
Dain is a tall, easygoing man, his brown hair kept tidy and brushed back . A neat beard on his chin. He usually has a smile on his face and looks to enjoy life as easily as possible. Born in the Shackles Dain took to the sea early and worked as a sailor, discovering his talent for magic when he browsed an stolen spellbook Dain took to magic quickly and well. Since then he's used his brain to avoid the harder work shipboard. Taking work as a navigator when possible. He can work as a sailor or even a ships cook if needed, but much prefers to be an officer. Dain isn't too concerned with legalities, he like to travel, enjoys good food and drink, and always tries to have a pretty lady or two for company. He doesn't have a cruel side and will act strongly if he sees such things happening when he's around. His colorful Parrot familiar, whom he fondly calls Betty is normally perched on his shoulder, watching things happening around them with a curious and often greedy eye. He still carries the crossbow that was his preferred weapon until he developed his spell casting, and has a dagger up his sleeve just in case.
That's Dain, fairly basic at the moment, but I think he's a fun character to try out. Any questions or suggestions just let me know. |