Count Lucinean Galdana

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Male Human Bard(Archaeologist) 12
DM Irthos wrote:

Yes you get 3 traits.

Animal companions are fine and while not super common they are not unheard of, just use your common sense and leave them outside towns if their considered dangerous by locals, but they are restricted to your location. For the purpose of backgrounds while you can have been to the surface you would spend nearly all your time in the darklands and in or around the drow city. So animals like tigers would not fit until after we started and I dont think their are any in that part of the surface sense they are more southern creatures.

I think SR only applies to non beneficial effects and sense none of you are undead cure spells should not be an issue, their range is touch for gods sake. If it says otherwise somewhere that is just plain silly in my mind and I am house ruling it because I am petty like that.

Lastly while I am not opposed to anyone taking the disguise skill or buying a hat of disguise. If your only reason for getting it is because you dont want to walk around on the surface as a drow. Save your skill points and money, it wont be to much of a concern due to in game reasons that you will find out. But if your getting it because your a spy type then by all means.

My internet just popped backed in. What is the climate/terrain of where I can choose animals from. I found Nirmathas on the map, and it is above the drow city we are from. It is basically a big forest with outlying plains and hills. Now since the drow city is underground I can understand being limited to the forest, the plains, or the hills. I may also wait until we move into a particular region and try to get an animal companion then, if you think that is better.

edit:Will the animal companion go on my initiative or will it have its own? I have seen it done both ways, even though RAW it should have its own.


Male Human Bard(Archaeologist) 12
DM Irthos wrote:

@Damien

Just so I dont get so annoyed and have bad things happen to your character would you mind just putting x4 or (4) next to items rather then have them repeated for half the line. Seeing something like Heatstone, Heatstone, Heatstone, Heatstone, etc etc just makes me wish ill upon you and I dont know why xP

Kidding aside its just confusing. Also whats with the holy symbol ??? thing?

Silly Herolab, I will change the items to _____(x3).

The ??? is because I did not type the name of my deity into herolab. I will have it filled in when I do the actual profile. I just wanted to give you something to look at, for the time being. Other than me thinking about picking up stealth, at the expense of another skill I don't expect much to change. If I make any major changes I will make a note of them.


Male Human Bard(Archaeologist) 12
Elbennon Morosi wrote:
Hehehehe. Synthesizer is something to play music with. Sythasist is nothing. It's synthesist :P I don't have time for a more detailed post at the moment, I was just amused by the changing name and spelling of the class as I went down the thread ^_^ I'll post my two cents on people's builds and finish up my own when I get home from work later.

LOL. I had a feeling it was wrong.

The internet is not being nice to me right now, so if I don't respond that is most likely the reason why. I am going to check my character one more time to make sure I am happy with it. Then I will start working on the animal companion.


Male Human Bard(Archaeologist) 12

mechanics:

UNNAMED HERO CR 7
Male Drow, Noble Inquisitor 7
NE Medium Humanoid (Elf)
Init +11; Senses Darkvision, Low-Light Vision; Perception +21
--------------------
DEFENSE
--------------------
AC 23, touch 12, flat-footed 21. . (+8 armor, +3 shield, +2 Dex)
hp 52 (7d8+14); Judgement of Profane Healing 3
Fort +8, Ref +4, Will +8
Defensive Abilities Judgement of Profane Protection +2; DR Judgement of Profane Resiliency 2: Magic; Immune sleep; Resist Elven Immunities, Judgement of Profane Purity +2, Judgement of Profane Resistance 6 (Fire); SR 18
Weakness Light Blindness
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +1 Morningstar +10 (1d8+5/20/x2) and
. . Unarmed Strike +9 (1d3+4/20/x2)
Special Attacks Bane (+2 / 2d6) (7 rounds/day), Judgement of Profane Destruction +3, Judgement of Profane Justice +2, Judgement of Profane Piercing +3, Judgement of Profane Smiting (Magic, Evil)
Spell-Like Abilities Dancing Lights (At will), Deeper Darkness (At will), Detect Alignment (At will), Detect Magic (Constant), Dispel Magic (1/day), Divine Favor (1/day), Faerie Fire (At will), Featherfall (At will), Levitate (At will), Suggestion (1/day)
Inquisitor Spells Known (CL 7, +9 melee touch, +7 ranged touch):
3 (2/day) Burst of Speed (DC 16), Terrible Remorse (DC 16)
2 (4/day) Silence (DC 15), See Invisibility (DC 15), Tongues (DC 15), Bloodhound (DC 15)
1 (5/day) Shield of Faith (DC 14), Bless, Expeditious Retreat (DC 14), Litany of Sloth, Wrath (DC 14)
0 (at will) Light, Read Magic (DC 13), Detect Magic, Create Water, Disrupt Undead, Stabilize
--------------------
STATISTICS
--------------------
Str 16/18, Dex 14, Con 14, Int 12, Wis 16, Cha 14
Base Atk +5; CMB +9; CMD 21
Feats Boon Companion, Furious Focus, Improved Initiative, Outflank, Power Attack -2/+4, Precise Strike
Traits Forlorn, Reactionary, Without a Pass
Skills Acrobatics -1, Bluff +15, Climb +5, Diplomacy +17, Disguise +6, Escape Artist -1, Fly -1, Heal +7, Knowledge (Nature) +11, Knowledge (Religion) +11, Linguistics +5, Perception +21, Ride +3, Sense Motive +13, Spellcraft +11, Stealth -1, Survival +7, Swim +5
Languages Common, Drow Sign Language, Elven, Undercommon
SQ Animal Companion Link (Ex), Cold weather outfit, Eyes of the Hawk (+3 Perception / +2 Init.) (Su), Forbidden Lore (Ex), Inquisitor Domain: Feather, Judgement (3/day) (Su), Misdirection: Neutral Good (Sp), Necessary Lies (Su), Poison Use (Ex), Share Spells with Companion (Ex), Solo Tactics (Ex), Teamwork Feat (change 3/day)
Combat Gear +1 Morningstar, +2 Agile Breastplate, +2 Buckler; Other Gear Belt of Giant Strength, +2, Cold weather outfit, Disguise Kit (10 uses) Eyes of the Eagle, Grappling hook, Handy Haversack (empty), Hat of Disguise, Healer's kit (10 uses), Healer's kit (10 uses), Heatstone, Heatstone, Heatstone, Heatstone, Heatstone, Holy symbol, silver: ????, Holy symbol, silver: ????, Ink (1 oz. vial, black), Inkpen, Paper (sheet) (10), Powder (10), Rations, trail (per day) (5), Rope, silk (50 ft.), Scroll: Cure Light Wounds, Cure Light Wounds, Cure Light Wounds, Scroll: Cure Moderate Wounds, Cure Moderate Wounds, String (50') (3), Wand of Cure Light Wounds, Wand of Restoration, Lesser, Waterskin (2)

Gold:1251

Silver:2

Copper:7

--------------------
SPECIAL ABILITIES
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Bane (+2 / 2d6) (7 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Cold weather outfit +5 Fort save vs. cold weather.
Dancing Lights (At will) (Sp) Cast Dancing Lights at will.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deeper Darkness (At will) (Sp) Cast Deeper Darkness at will.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Detect Magic (Constant) (Sp) Constant Detect Magic
Dispel Magic (1/day) (Sp) Cast Dispel Magic once per day.
Divine Favor (1/day) (Sp) Cast Divine Favor once per day.
Drow Immunities - Sleep You are immune to magic sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Eyes of the Hawk (+3 Perception / +2 Init.) (Su) +3 Perception, +2 Initiative during a surprise round.
Faerie Fire (At will) (Sp) Cast Faerie Fire at will.
Featherfall (At will) (Sp) Cast Faerie Fire at will.
Forbidden Lore (Ex) May cast spells of alignment opposed to own or deity alignment.
Inquisitor Domain: Feather Associated Domain: Animal

Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Judgement (3/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Profane Destruction +3 (Su) Weapon Damage bonus.
Judgement of Profane Healing 3 (Su) Fast Healing
Judgement of Profane Justice +2 (Su) Attack bonus
Judgement of Profane Piercing +3 (Su) Concentration and vs. SR bonus
Judgement of Profane Protection +2 (Su) AC bonus
Judgement of Profane Purity +2 (Su) Save bonus
Judgement of Profane Resiliency 2: Magic (Su) DR/magic
Judgement of Profane Resistance 6: Fire (Su) Energy Resistances
Judgement of Profane Smiting (Magic, Evil) (Su) DR bypass
Levitate (At will) (Sp) Cast Levitate at will.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Misdirection: Neutral Good (Sp) When prepare spells choose an alignment to count as for magical detection.
Necessary Lies (Su) Gain bonus to saves vs abilities detecting lies or forcing truth.
Outflank Flanking bonus increases to +4 if the other flanker also has this feat, and ally gets an AoO if you score a critical hit against the target.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Spell Resistance (18) You have Spell Resistance.
Suggestion (1/day) (Sp) Cast Suggestion once per day.
Teamwork Feat (change 3/day) Swap your most recent Teamwork feat for another

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

I replaced keen senses with Ambitious Schemer(from the ARG). It is a racial trait.

I will get the animal companion done tonight when I get off of work, along with creating a profile for the character.


Male Human Bard(Archaeologist) 12

It seems like Brang'el took linguistics, and I am glad he did. There is no trait to make it into a class skill with a trait. I am finishing up my character. I probably won't get the animal companion done until tomorrow though.


Male Human Bard(Archaeologist) 12

Brang'el is correct unless the synthesizer/summoner has another rules exception hidden somewhere. All 4 claws should have the same attack bonus.

PS:Of course Irthos might be referring to the unarmed strikes.
Herolabs always adds those. I normally put a space in between them and my regular attacks to the GM knows they are separate, from my normal attacks.

PS2: I would have Brang'el stats when he is combined, and when he is not combined, assuming you are still going to use the synthesizer.


Male Human Bard(Archaeologist) 12

I am going to have to manually build my animal companion since Herolab seems to falter at certain area.

Bungo I forgot to mention that a thread within the past week or so was complaining about herolab's ability to make a synthesis summoner correctly also, so you might want to double check if you are using herolab.


Male Human Bard(Archaeologist) 12

I can take knowledge(religion). I guess I should take knowledge (nature) also though, since it fits my background.

I am assuming Kal is taking knowledge arcana. I don't know what else he is taking.

Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) are the other class skills for the magus.


Male Human Bard(Archaeologist) 12

Good catch on us not knowing common. I did not even notice drow did not get it.

What knowledges do the rest of you have if any? It seems that they will have to be split up among us. I know Kal has some. I can take religion and probably planes if I have too. We night not get all of them covered, but if we get most of them we can probably hire someone to get the rest of them. Yeah I know I said I was going to drop some knowledge skills, but it might not be a good idea.


Male Human Bard(Archaeologist) 12
DM Irthos wrote:

Yes you get 3 traits.

Animal companions are fine and while not super common they are not unheard of, just use your common sense and leave them outside towns if their considered dangerous by locals, but they are restricted to your location. For the purpose of backgrounds while you can have been to the surface you would spend nearly all your time in the darklands and in or around the drow city. So animals like tigers would not fit until after we started and I dont think their are any in that part of the surface sense they are more southern creatures.

I think SR only applies to non beneficial effects and sense none of you are undead cure spells should not be an issue, their range is touch for gods sake. If it says otherwise somewhere that is just plain silly in my mind and I am house ruling it because I am petty like that.

Lastly while I am not opposed to anyone taking the disguise skill or buying a hat of disguise. If your only reason for getting it is because you dont want to walk around on the surface as a drow. Save your skill points and money, it wont be to much of a concern due to in game reasons that you will find out. But if your getting it because your a spy type then by all means.

SR always applies, but thanks to your houserule it should not be an issue. :)

I am a spy type at times. I will get the hat, since it does not cost that much, and it may come in handy.

My traits are.
reactionary-I was in a theives guild during my years on the surface
one that will give me linguistics as a class skill-the surface years can explain that one also.
The third trait will most likely be one that boost my fort save.

As for the companion, I have had a tiger in a table top game, so I will go with something different this time. Scorpion or praying mantis, most likely if I choose an insect. If I choose an animal, then I will have to do some research.


Male Human Bard(Archaeologist) 12

Nice, I just wanted to make sure you were prepared. I had a player that loved shirukens, but they always got him in trouble. If I ever get enough players again, I can use your idea to help him out.

I don't like agile in this situation because it is is really 8000, not 2000. The weapon has to be a +1 weapon first. It also does not do 1.5 damage if I use two hands. If I use strength it does. Now if I were going with stealth and disable device I would sacrifice the damage, for the stealth and disable device, but with my SR in place I figure if I get in real trouble any cure spells are likely to not work for me anyway*. Actually by RAW any items also have to make the SR check so try not to get in trouble in the middle of combat.
The point I was making with not sacrificing damage was that if I kill the enemies fast enough I won't get in trouble, well ideally speaking anyway.

*Mathmatically it should only take two attempts, but I am that guy who always has to deal with a nat 1 at the worst possible time.

PS:I will be picking up a wand of lesser restoration. I also have drow sign language. It should allow us to communicate silently if we need to, if the rest of you take it.

PS2:Darkvision does not work inside deeper darkness. I also took the druid cave domain just so I could use deeper darkness, but the rest of the party would still not be able to see so I did not go that route.

Quote:
his functions like darkness, but even creatures with darkvision cannot see within the spell's confines.

This is why if I ever run an underdark/darklands campaign I will use darkfolk to harrass the players instead. They can see in all forms of darkness. :) If I do run one I will let you guys know. I am waiting for a few other games to end before I make any official announcements.

edit:I am really thinking about dropping knowledge religion for stealth. My guy lives more by a philosophy than he does by religion.

If we are getting 3 traits I would change one of my traits out so I can make linguistics into a class skill, and have take another trait so I can use wisdom in place of dex.

I am mostly rambling by the way. :)

I think the rambling is over. I am just waiting to see how more dangerous animals such as tigers, dinosaurs or scorpions are perceived if they have a handler, along with the 3 trait confirmation. Then I can finish up, and post the character.


Male Human Bard(Archaeologist) 12

Elbennon Morosi how do you plan to throw shiruken without getting stabbed if a monster has reach or putting yourself in the front, which is not where ranged characters normally want to be at?

PS:I just realized I have never played a ninja so that answer might be obvious, but I am still curious.


Male Human Bard(Archaeologist) 12
DM Irthos wrote:

To be official and all that.

** spoiler omitted **

If I missed anything or you have questions let me know.

"Traits- 2 of your choice and 1 tied to your background to be approved by me "

Does that mean we get 3 traits or does it mean one trait must fit your background, and the other can be for purely mechanical reasons. Both of mine fit into my longer background which still has to be completely written out.


Male Human Bard(Archaeologist) 12
Elbennon Morosi wrote:

@ Damien - I asked for advice about how to optimize drow noble and someone said:

"I would go for a Inquisitor of Cyth V'Sug. His favored weapon is scimitar so that allows you to pick up dervish dance at 3rd level. Take the conversion inquisition so you can dump CHA and still be the party face. For feats take Combat Reflexes, Combat Expertise, Weapon Finesse, Dervish Dance and you will have a good AC and chance to hit. Throw in some buff spells, judgments and bane and you will be doing very good damage.

Skill wise you will have everything except maybe disable device, but even that is not a problem. If you really want to disable traps pick up the Vagabond Child trait. True you cannot disable magical traps but you have dispel magic for that.

Besides an Inquisitor seems to really fit a Drow noble."

I'm going to be stealthy, but also will have a high Cha and social skills. So we'll probably overlap a bit but that's okay.

@ Bungo - I was also considering Synthesist. With a 25 point buy it's perfect. I'm already playing one though, you can check him out here. They are extremely badass and fun to play. Actually my favorite class of all time I think.

@ Kal - Was in a game with a dervish dance bladebound magus who was also extremely badass. The super high dex of the drow noble really lends itself to that.

Okay. Done telling everyone how to play their characters now. Feel free to completely ignore me, I won't be upset. Just making friendly suggestions. My character will cover Diplomacy, Perception, Sense Motive and Stealth at a minimum.

Looking at what everyone is playing I think my setup is better. I am bringing an animal companion to the table I am sure it brings more DPR than a dex based weapon, even if Dex is also doing damage.

I know about vagabond child, and if I can't deal with magical traps it is a waste of resources. I will just stick with dispel magic for magical traps. I was going to be stealthy, but I dropped it. I will still be able to see sneaky enemies though. I also think that if I am the man at the bottom of the totem pole when it is time to do damage the group is ok. I will focus on "making friends", and making sure we don't get jumped.

My deity is Gorzeh. Feather subdomain FTW.

roughdraft of background:

My drow went to the surface world out of curiosity, and discovered light blindness. He did a few odd jobs here and there, and was able to advance his skills. While he was on the surface world he noticed that those that did not live underground did not have a weakness towards the sun, and were more inclined with nature. He has come to the conclusion that while his surface cousins(elves) are still weaker than drow, that whatever changed the elves to drow gave them their strengths by separating them from nature. He intends to overcome his light blindness with continued exposure to the sun.

PS:I know the ARG has a trait that exchanges darkvision and light blindness for low-light vision, but for someone who still has to visit the Darklands I thought that was not a good idea.

---------------------------

As for the lack of a full caster, that would be nice, but since I generally play my full casters as buffers and debuffers I decided to avoid it. My team has SR, and while most surface dwellers don't I am almost sure we will run in some drow later that don't like us.
----------------------------------------------------------------------

One more thing, we need someone with the disguise skill or we all need to buy hats of disguise. Drow don't exactly have a good reputation. Later we might be able to pitch in for an ioun stone to boost, just to get someone the disguise skill.

Irthos:How common are druids and animal companions in your gameworld? I don't the party to get in trouble because of my animal companion. I don't know what I will choose yet.

PS: Thanks for the suggestions, and I am glad we have two talkers. It might help us avoid a few fights. I had to drop stealth to pick up linguistics.


Male Human Bard(Archaeologist) 12

I can pick up linguistics. My knowledges are arcana and religion. I already have the other skills.

edit:I am going to go with the inquisitor(infiltrator archetype).


Male Human Bard(Archaeologist) 12

We have a ninja, magus, summoner. It seems we won't be invading enemy dungeons so I will take the gamble and not target traps.

I will be handling the social skills, and be able to scout also. Combat ability is also something I expect to have.

edit:I am might even be the weakest combatant, but I still don't expect to be a slouch so we should be ok.


Male Human Bard(Archaeologist) 12

It takes a standard action to lower SR. With the others playing more martial oriented characters I guess I won't have to worry about missing any buffs though.

We seem to have a magus, fighter/monk, Bungo undecided, and I was thinking of an inquisitor or ranger or cleric or oracle at the moment.

Once Bungo decides I will decide what I will play.

PS:I am onboard with the noble idea.


Male Human Bard(Archaeologist) 12

I personally hate Spell Resistance as a PC. It was pointed out to me, not to long ago, that if a party plays more "independent" characters then it is not that bad since you won't be getting buffs from the other party members anyway.

If we are playing the "solo" game then I will probably keep SR, but otherwise I will probably try to trade it in. I am not greedy. A +1 to a save or a +2 to one skill check is all I would ask.

What other underdark races are availible that are 0 HD? I know about the Duegar(probably spelled wrong), but I don't really care for them.


Male Human Bard(Archaeologist) 12

I know the official rules don't have level adjustements, but many GM's will dock you a level for using the noble drow. If I had to choose between a level 7 drow or a level 6 noble drow I was going to take the regular drow or another race.

I don't know what class I will choose though. The bard was fun, but I don't know how much a lack of healing will be an issue so I might go cleric or try an oracle out. I don't intend to be a healbot, but if someone gets jacked up I guess I might help them. :)


Male Human Bard(Archaeologist) 12

Does the drow noble come with any sort of level adjustment?
------------------------------------------------------------
Kal?


Male Human Bard(Archaeologist) 12

It seems the drow game has more votes. That is ok for me, but I think an example of its gameplay should be posted to avoid any future problems.

PS:Ignore my last post, since I made it before reading that the drow game had two votes.


Male Human Bard(Archaeologist) 12
Elbennon Morosi wrote:

I'd also prefer to stick with what we're doing now. Maybe recruit a divine caster to replace Aldon.

Then give us an encounter where killing the enemies won't get us in trouble and they have some sort of clue on their bodies? Perhaps all our poking around has concerned whoever is behind this enough that they want to eliminate us now?

I don't agree with this, if we are going to do a freeform type game. This is not like an AP where doing A activates event B.

edit:It seems the free form game is not preferred.


Male Human Bard(Archaeologist) 12

I would rather keep at this adventure. The higher level was the main draw. If that does not work, then I guess an adventure that allows me to be evil might work.

Don't worry, I am not the guy who stabs the party in the back just because I am evil. You guys are pretty much immune to any evil ideas I have, the NPC's not so much. :)

Building and conquering seems less structured than a mystery game. Mystery games normally have a definite enemy. We just have to find out who it is.


Male Human Bard(Archaeologist) 12

You don't have bad spells. You just don't have many divination spells. I can cast some, and UMD the rest, but I feel like I am getting too much time in the spotlight because it seems my character was very well made for this particular campaign. Looking at the character build it seems to be a caster who is built to fight with spells, and go into melee as a backup plan. If you really don't like the character you can ask for a trade out. That would make it so we don't have to recruit, but more importantly I think it is important to play what you need in order to have fun.


Male Human Bard(Archaeologist) 12

I don't know if it is the story or a playstyle issue.

From the character's point of view the government has been interfering with our mission and we don't know why. Every question is met with a non-answer at best. Damien has pretty much decided that the law enforcement was useless and to avoid talking to them at all.

In most games if you are investing the bad guys, and you find someone tailing you, they are about to kill you, probably because you are getting too close. That is why I think the ranger attacked.

Later we find out the guys were members of law enforcement. IIRC we asked why they were following us, and we were basically told he does not have to answer to us. Finding out why they were following us, is still on my list of things to do.

My character does not know he is level 13, but he would know he is close to the top of the food chain so if he is called in then it probably is not something that can be easily dealt with. It is a lot more plausible that the people who are not on his side would be the ones trying to follow him. I would not have attacked without more info, but that is in the past now. It also did not help that the guys following us never tried to identify themselves as law enforcement. "Hey stop its the Varlokkur" or something similar would have helped. When the dude tried to arrest us Damien was sure he was pretending to be an actual official. I only went "nicely" because of metagaming. My initial idea was to stab Turnus in the face, and take him(his dead body) to the real Varlokkur, but that would have been a bad idea, even if I could have killed him since he is an actual member.

I don't need to be led around by the nose. I do need for in story actions to make sense though. My next action after not getting any cooperation from the paladin would be to buy the divination spells, and see where they lead us.

I don't have a preference really with regard to a new game. I just want to keep things moving for now if we are going to keep playing this one.

PS:If we are going to stay with this game:
We will probably have to use divination spells on Bungo to find out where he was. Yeah I know what the paladin said, but I don't really trust him.


Male Human Bard(Archaeologist) 12

We can still play while people make characters. :)


Male Human Bard(Archaeologist) 12

I would like to have another player.


Male Human Bard(Archaeologist) 12

I liked your character Aldon, sorry to see you go.


Male Human Bard(Archaeologist) 12

"Thanks." says Damien with a smirk on his face.
He then starts to walk out toward the front of the building.

"What has our little friend done?", he thinks to himself.


Male Human Bard(Archaeologist) 12

"One more thing, it seems as though you have more you want to say about Bungo. I have noticed he was not allowed inside also." I then wait for a response, and I speak loud enough to make sure he heard me, but I don't yell. My tone is one of curiosity.

diplomacy: 1d20 + 20 ⇒ (14) + 20 = 34


Male Human Bard(Archaeologist) 12

I can roll a 1 make a DC 20.
"Could you tell me where the warehouse is, and I would also like to ask if you arrested anyone or just drove made them run away?"


Male Human Bard(Archaeologist) 12

Waiting for a proper time to speak:

"Excuse me sir, but I would like to speak to you about the raid. I was curious about the location of the place, and anything else you may have noticed when you arrived. I would also like to know how you found out where it was."

diplomacy: 1d20 + 20 ⇒ (7) + 20 = 27

edit: did not see the "training" post.


Male Human Bard(Archaeologist) 12

Damien is about to question the paladin about Bungo's denial, but decides that it can wait for later.

He heads inside with the whoever else is coming in, thanking the paladin for the information.


Male Human Bard(Archaeologist) 12

I am sure there were only so many guards/paladins at that place.

I approach the paladin standing outside.

"Excuse me sir, but one of your members was part of a raid, not to long ago. We have been hired to look into the matter. Could you assist me in speaking to him."

diplomacy: 1d20 + 20 ⇒ (10) + 20 = 30

If my character has a description of any sort I am assuming he would give the description or any other info I might have to help me meet him.


Male Human Bard(Archaeologist) 12

Do we know the name of the paladin we need to talk to?


Male Human Bard(Archaeologist) 12

Taking 10 on perception while we go to visit the paladin

Perception=40.


Male Human Bard(Archaeologist) 12

After eating Damien is ready to go to a secure location and talk.


Male Human Bard(Archaeologist) 12

You might want Wind Wall considering your low HP. If an archer decides you are being too useful you might end up with a new character.

Gust of Wind is useful also. That gets rid of the fog spells and pushes them back to the caster. :)

Ray of enfeeblement is a good debuff.

Enervation.

Telekinesis is good for utility also.


Male Human Bard(Archaeologist) 12

I am ready when everyone else is.


Male Human Bard(Archaeologist) 12

Do I need to make another knowledge local check to find out generally what might motivate each organization or should I use a gather information(diplomacy) check?


Male Human Bard(Archaeologist) 12

I thought I had done this, but if so I can't find the post. I am trying to avoid seedy organisations, such as thieves guilds for now.

knowledge local 17(took 10) to see if I can think of any organisations that might want to help us find the missing people.


Male Human Bard(Archaeologist) 12

Do you think we visit the crime scene first?


Male Human Bard(Archaeologist) 12
DM Irthos wrote:
Aldon killed that rogue during the battle a round or two later, he wounded him to cut his speed down using variant rules to start combat off. Go back a page or two and I state it. As for the gold it cost you, the total of a raise dead and restoration, so a total of 7000 gp plus court cost and evasion fee's. So in all 10000 gp between the three of you. This is taken from your reward at the completion of your job for the church. I dont know why everyone is so concerned about the reward, you make more off loot then any reward your ever given by completing quest.

It is an in-character issue, not an out of character issue since we won't get paid until the quest is complete, and at that point I(in real life) expect the game to be over. Basically my character is a self-serving adventurer who has a strong ambition for archaeology. Lack of money interferes with his lifestyle and his ability to finance operations to find new treasures. He thought he was being cheated out of money, and that he could not stand for. Despite his personal faults he often gets results so people put up with him. :)


Male Human Bard(Archaeologist) 12
DM Irthos wrote:

@Damien

** spoiler omitted **

What is the penalty for our crime? In other words how much gold. My character's greed only goes so far.


Male Human Bard(Archaeologist) 12
Bungo Brockhouse wrote:
No, at the time I had the mental faculties of a tavern stool. I doubt that anything or anybody is left. Paladins busted in and broke up the joint. I doubt anything is left or any body has gone back. I think we should try and find out if the Paladins have any prisoners we can question.

"I think we should go back anyway. There may be clues there. Visiting the paladin is also a good idea."


Male Human Bard(Archaeologist) 12
Elbennon Morosi wrote:
Damien Miles wrote:
Elbennon Morosi wrote:

I didn't mean he works for us, I meant he will literally be following us around spying on us :P

"I believe I need to spend this evening rethinking my spell selections. Most of my magic is martial in nature, and this task clearly requires a more delicate touch. I'm not convinced this was a conspiracy on the part of the Varlokkur, and I think our next move might be visiting the other major churches in the city. It must be widely known that we are in the employ of Iomedae after that trial, so no point in trying to hide it anymore. We should also attempt some divination spells tomorrow." Elbennon suggests once back at the inn, and in a (hopefully) private location.

"Then why were they following us and taking Bungo? Everything has a reason. I hope that guy does not really think I work for him. Nor is he touching my reward. The first thing I will do is get that crime off the books. I don't work for free. This is not a mission of altruism."

knowledge(local) to find out what I need to do to get information on crimes I was accused of to include the accuser, the victim, etc...
Taking 10 gives me a 17.

"I confess, I do not understand your logic Damien. While it may be useful for us to know the identity of our accusers, I'm not sure why you think we're not guilty of a crime. We were accomplices to Aldon's murder. The Varlokkur was correct. The only unfortunate thing was that we got caught so easily. Attempting to rid myself of a criminal record I legitimately earned is not something I'm interested in spending my time on. We simply can't behave as if we're off in the wilderness. I admit this is a new feeling for me, but I am going to accept it out of survival instinct. There are greater forces than us at work here."

"The wounded rogue fires a crossbow bolt at Aldon in return while another seems to be casting a spell."

Just to make sure I did not miss anything, unless we are retconning nobody died.

"That man never died. He even attacked you in return."


Male Human Bard(Archaeologist) 12
Elbennon Morosi wrote:

I didn't mean he works for us, I meant he will literally be following us around spying on us :P

"I believe I need to spend this evening rethinking my spell selections. Most of my magic is martial in nature, and this task clearly requires a more delicate touch. I'm not convinced this was a conspiracy on the part of the Varlokkur, and I think our next move might be visiting the other major churches in the city. It must be widely known that we are in the employ of Iomedae after that trial, so no point in trying to hide it anymore. We should also attempt some divination spells tomorrow." Elbennon suggests once back at the inn, and in a (hopefully) private location.

"Then why were they following us and taking Bungo? Everything has a reason. I hope that guy does not really think I work for him. Nor is he touching my reward. The first thing I will do is get that crime off the books. I don't work for free. This is not a mission of altruism."

knowledge(local) to find out what I need to do to get information on crimes I was accused of to include the accuser, the victim, etc...
Taking 10 gives me a 17.


Male Human Bard(Archaeologist) 12

I will assume we are back at the inn now.

"So Bungo what do you know?"


Male Human Bard(Archaeologist) 12

I have the possible spells listed. I will present them later though.
I am not worried about any secret organizations. I don't expect to join any organization, simply to work with them.

Are our jailers known gov't enforcement or more like secret police?


Male Human Bard(Archaeologist) 12

I understand, but it has to make sense from a story perspective for me also.

What knowledge checks do I need for those organizations though, just in case we do plan to seek additional help?