Akron Erix

Demrakas's page

7 posts. Alias of Flanderdash.


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Male, Human, Unchained Monk 1 | HP: 10/10| AC: 15 (15 Tch, 13 Fl) | CMB: +4, CMD: 18 | F: +2, R: +2, W: +2 | Init: +4 | Perc: +6

I'm really sorry for delaying the game. We had some real life drama over the last week which took up a huge ammount of my attention and greatly complicates my life at this time. I am afraid I must at this point withdraw from the game, with nothing but well wishes to all of you and the most sincerest of apologies.


Male, Human, Unchained Monk 1 | HP: 10/10| AC: 15 (15 Tch, 13 Fl) | CMB: +4, CMD: 18 | F: +2, R: +2, W: +2 | Init: +4 | Perc: +6

Demrakas considers arguing with the half-orc for a moment, before realizing that it was time for action and not discussion. He gives the swordsman a nod...

Falcata. Is that his name? I should know...no. It's his weapon...that blade he's wielding. Why can't I remember anything?

...he gives the half-orc a quick nod, "Don't tarry long..." before he hurries off after the young woman with the scarf.

perception: 1d20 + 6 ⇒ (15) + 6 = 21

Not sure if it will help, considering the disorientation we're all dealing with, but Demrakas tries to make out any details in the fog, going forward.


Male, Human, Unchained Monk 1 | HP: 10/10| AC: 15 (15 Tch, 13 Fl) | CMB: +4, CMD: 18 | F: +2, R: +2, W: +2 | Init: +4 | Perc: +6

Apologies, Demrakas' initiative is +4, not +2. So his Initiative roll is an 11.


Male, Human, Unchained Monk 1 | HP: 10/10| AC: 15 (15 Tch, 13 Fl) | CMB: +4, CMD: 18 | F: +2, R: +2, W: +2 | Init: +4 | Perc: +6

Initiative: 1d20 + 2 ⇒ (7) + 2 = 9

Where? What is this? This can not be real...

Dumrakas raises his forearm to his mouth and stifles a cough, disoriented as the sickly-yellow fog rolls around him. The monk blinks away tears brought on by the smoke, and tries to shake off whatever mallady was overwhelming him. The others move past him in the alley...

Who are these people? Do I know them? I should know them...I do know them...

...and Demrakas hears the sounds of pursuit. He...they...were being followed.

No! We must escape! This is all wrong! Must...Focus.

The monk clenches his teeth, angry with himself for not being more in control. For not being able to understand what was happening.

"Keep moving. Forward. Go!"


Male, Human, Unchained Monk 1 | HP: 10/10| AC: 15 (15 Tch, 13 Fl) | CMB: +4, CMD: 18 | F: +2, R: +2, W: +2 | Init: +4 | Perc: +6

First of all, much thanks, GM Monty, for the opportunity to play! Looking forward to exploring this story with all of you!

Erebus the Slip wrote:

So then I have one question for the group: would you rather have a +4 aid another bonus on tap when Slip is playing a support role, or would you rather have a guarantee of Knowledge (arcana) progressing through the campaign (with inspiration riding on top)? If the latter, I'll probably switch Helpful for Mathematical Prodigy, which would also have the benefit of terrifying poor paranoid Vano.

First answer: Play what you want, how you want. Group/skill deficiencies can create fantastic story and roleplaying opportunities. Adding Knowledge (Arcane) would then become a goal of sorts.

That said, I'm sure that's not the response you're hoping for, eh? So, as a straight up question, all things being equal, I'd oersonally rather start the game with the Knowledge than the Helpful trait.


Thanks for the heads up. Yeah, I forgot about the EitR thing.
Will change the Power Attack feat to Dodge, and then correct the rest when I get home, later.

Sidenote: Unchained Monk actually says Improved Unarmed Strike. Obviously I wrote it down incorrectly.


Hraak here with the crunch for my Monk submission. Background still underway.

The Monk:
Male, Human Monk (Unchained) 1
LG Medium humanoid
Init +4; Perception +6

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Defense
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AC 15, touch 15, flat-footed 13 (10 + 2 Dex, + 2 Wis + 1 Dodge)
HP 10 (1d8+2)
Fort +2, Ref +2, Will +2* (Feat bonus)
Defensive Abilities:
+1 trait bonus on saving throws against extraordinary, spell-like, and supernatural abilities of aberrations (Foe of the Strange)

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Offense
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Speed 30 ft.
Melee
Dagger +4 (1d4/19-20) + 3 dmg
Open Hand +4 (1d6/18-20) +3 dmg
Ranged
Dagger +3 (1d4/19-20)
Light Crossbow +3 (1d8/19-20)

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Statistics
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Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 10
Base Atk +1; CMB +4; CMD 18 (+2 Wis/Monk bonus)

Feats
Combat Reflexes (Monk Bonus), Improved Unarmed Damage (Monk Bonus), Iron Will (Human Bonus), Dodge (1st Level)

Traits
Foe of the Strange, Reactionary

Adventuring Skills (4)*
*Acrobatics +6, Climb +3, Escape Artist +2, Intimidate +2, *Perception +6,
Perform +2, Ride +2, *Sense Motive +6, *Stealth +6, Swim +3

Background Skills (2)
Handle Animal +6, Knowledge (History) +4,

Languages Common

Gear
Light Crossbow (35gp), 20 Bolts (2gp) Dagger x2 (4gp)
Monk’s Kit (8gp)
(Backpack, Belt Pouch, Blanket, Rope, Soap, Torches(10), Trail Rations (5) Waterskin)

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Special Abilities
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Flurry of Blows, Stunning Fist, Unarmed Strike, Human Bonus Feat,
Favored Class (Monk): Add +1/4 point to the monk’s ki pool.

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Background:
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WIP