Friendly Fighter

Destin Brandt's page

50 posts. Alias of rorek55.


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M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

ready action charge for when I she moves within range. Then make a trip attempt in place of an attack(since I can't grapple on the charge)

trip: 1d20 + 5 + 2 + 2 ⇒ (14) + 5 + 2 + 2 = 23 vs Flat foot CMD

We will be a floor below them if we let them pass. A wizard can't cast well when under duress.


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

You can make a trip attempt in place of an attack, so you can trip on the charge if memory serves. Sadly, I'm not much better than your generic martial character until a few levels in ;)

Destin readies himself to move when their target is in range. This brought back memories. Odd, how one finds oneself often doing the same.


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

Destin nods, the best potential plan. Though still a lot of moving parts.

He will try to size up their new compatriot, make sure he is actually on their side.

sensemotive: 1d20 + 2 + 1d6 ⇒ (8) + 2 + (6) = 16


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

Thank you, do you know where she is staying at the moment? Or would have been staying, as the case may be.

Destin asks, after receiving a name.


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

still sickly, will hopefully get a post up today


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

know. history: 1d20 + 7 + 1d6 ⇒ (18) + 7 + (3) = 28

Interesting. Is all he thinks as his mind flits through information he had logged away years ago on the temple and its order. He can't help but notice the almost metaphorical similarities to their group.

Destin's brow furrows as he marches around the area, pausing to help a citizen here and there.

At Arakar's words, he turns to the musician.

What he means to say is, at this time, morale is the most important aspect for survival. If people give up, its over. There is always a chance, even if you have to crawl through hell for it. I personally would appreciate if you could do what you can to raise their spirits. Music has a powerful effect on many. Even if you yourself feel like giving up, for their sake, you must act like you don't.

diplomacy: 1d20 + 10 ⇒ (10) + 10 = 20

With a firm nod, he follows Arakar and Gilfroy.

I believe, the exit?


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

Destin shrugs.

He may know some things, or at least more than we do. Whos to say. But do what you want, even if we took him in, I doubt the city will remain under its own rule. So he would receive no punishment. I would say he might know something, but he might not. At this point however, I doubt he will be waking up for several hours. He answered, glancing at the now blackening bruises.


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

Destin finally manages to clamber up and in only to see his allies beating, what one might call, a dead horse.

Would you prefer to tie him up first? He calls out as he approaches.


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

Destin is outside during all of this, attempting to climb with his grapple and rope to keep the enemy within from running.

Take 10 to easily pass the DC5 climb. I'll likely be getting there just as the whole show concludes. Unfortunate haha.


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

could I climb the wall? I still have the grapple hook and rope if needed.


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

Destin follows behind the others, ready to put the threat down. He helps track the man as best he can.

survival: 1d20 - 1 ⇒ (10) - 1 = 9

sorry, been very busy past week IRL, and likely will be busy until the start of next week. I meant to get a post up sooner.


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

Destin takes a quick look back at the guard, trying to determine if they are likely to be with or against him, and then does a quick search of the elf before the guards can stand around him.

sense motive: 1d20 + 3 ⇒ (18) + 3 = 21

perception: 1d20 + 3 ⇒ (4) + 3 = 7


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

Destin would begin making his way to the fallen elf's body. If he can reach it, he quickly check for a pulse before stand and picking them up to carry them back to the building over his shoulder. He didn't have time for anything else.


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

Does the tower look climbable, like is he using hand holds/rails etc, or is he spidermaning that thing? It sounds like the latter, so I will assume that.

Destin pulls out his crossbow and lines up for a shot.
attack: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d8 ⇒ 4


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

Brandt will move out of the door, attempting to find the elf while the others dealt with the creature.

You were correct GM. Any rolls to try and find the elf that fled?


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

will: 1d20 + 1 + 2 + 1d6 ⇒ (6) + 1 + 2 + (4) = 13 2 uses of inspiration.

Destin almost looses his temper at the frustration building inside him. Frustration for letting himself be fooled so easily, for always seeming to be several steps behind their enemy. He takes a deep breath however and steadies himself before chasing after the impersonator.

str: 1d20 + 2 ⇒ (8) + 2 = 10 If needed to open the door.


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

Apologies, I thought I had made a post a couple days ago.


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

Destin rests a hand on Khardon's shoulder.
I think that considering the circumstances, this is the only chance we, and you, will have. Let me take a look at this locker. I'm sure I can figure out a way to deal with it. The fate of the city rests at hand, and I'll not be leaving that to chance.

orator: 1d20 + 10 + 1d6 ⇒ (9) + 10 + (4) = 23 Same roll for diplo/bluff/intimidate


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

Apologies, Thought I made a post earlier... will go with whats happened.

perception: 1d20 + 3 ⇒ (2) + 3 = 5

Yes, we are here about our scheduled appointment. Sadly, I fear the situation has made it all the more urgent.


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

Brandt gives a nod to the woman. Try to find a safe spot to settle in.

Brandt battles an urge to contest the looters, but does make a point to try and memorize as many of their faces as he can.

-----

Brandt gives a curious look to torrent

Plenty of them, but none particularly relevant or helpful at the time. as he continues forward with a grim determination.


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

and before the rope snaps or the wall holding the hook gives out...


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

Brandt has a max load of 200lbs IIRC, so he should be able to shimmy down with her, assuming the rope holds. Since he would have left his pack and shield on the ground.

After giving a quick look around to double check, and taking a few seconds to double check the hold the grapple has is still solid, he will nod to her.

Here, hold onto me. He holds out an arms to grab her and hold her close while he uses the other to hold the rope to climb down. However progress would be slower.

climbaccelerated: 1d20 + 5 + 1d6 ⇒ (2) + 5 + (6) = 13
climbaccelerated: 1d20 + 5 ⇒ (12) + 5 = 17
climbaccelerated: 1d20 + 5 ⇒ (20) + 5 = 25
climbaccelerated: 1d20 + 5 ⇒ (15) + 5 = 20

3/4 inspiration left today, and I'm assuming there isn't a way to save most of the rope or hook however.


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

assuming the building isn't one large piece of kindling quite yet. As it wasn't particularly described as such.

Brandt glances around, in the chaos and panic, not many options were open and not much time was had. With a grim look of determination, Brandt does what he is supposed to. Risk his, to protect others. He pulls out a rope and grapple hook and moves to Gilfroy, Here, douse this, so that the fire is unlikely to catch to it. And if you can, please try to keep the fire away from the rope and section of the wall as best you can. While Gilfroy does that, he takes out two waterskins and douses himself with them, and wraps a wet cloth around his mouth and nose. Or Gilfroy could douse the rope and Brandt as well.

After, if Gilfroy does as asked, he takes a moment to start spinning it and throws it up to the window trying to lodge it in the inner wall. He shouts Make sure the hook sets onto something! Then, after a few moments begins quickly climbing up towards the 4th story. He will call back down once again to Gilfroy.

grappling hook: 1d20 + 5 - 6 ⇒ (20) + 5 - 6 = 19

climb,accelerated: 1d20 + 5 ⇒ (13) + 5 = 18
climb,accelerated: 1d20 + 5 ⇒ (13) + 5 = 18
climb,accelerated: 1d20 + 5 ⇒ (19) + 5 = 24 That should be 1 full round and 1 move action to reach the fourth floor (30ft, and 15ft)

If he manages to reach the top, he will look around a few moments for other survivors before speaking.
Are you the only one remaining here?

If she is the only one, he intends to help/carry her back down the rope. This, again, is assuming that the wall is climbable but keep in mind Brandt is more than willing to take some burns(damage) to do this.


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

will: 1d20 + 1 + 2 ⇒ (19) + 1 + 2 = 22

The roar takes Brandt back at first, but then years of training kick in, and if he didn't stand for the citizens, who would? Quickly he tries to clear a path through the crowd he shouts loudly, hoping to at least direct those closest to him.

By order of the military, any citizens that hinder response teams and other military personnel will be held on trail for treason! All civilians should flee in as ORDERED a manner as possible to the inner city. I repeat, any civilians hindering military and disciplinary personnel will be held on trial as traitors! Any complaints can be taken up to the city council who decided to hand our city over to the enemy.

He repeats the threat as he moves, adding emphasis when needed with shoves and physical force and while the threats were hollow of course, Brandt wagered that most the citizens that could hear him over the panic didn't know that. He moves through the fleeing citizens as he shouts, a small bubble of order as he tries to collect the members of their group that were separated.

Intimidate: 1d20 + 10 ⇒ (10) + 10 = 20


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

Destin shakes his head.

Either we look for aid from the councilman, or we head to the gate immediately. As it stands, there is no guarantee we would receive aid from anyone in the city at the moment. So it may be that our best course is to try for speed.


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

Destin deftly doges the blow, using a flaming section of the building to keep some distance from the attacker. He responds in kind to the attack, slamming the head of his flail into the face of his attacker.

Flail,PA: 1d20 + 4 - 1 ⇒ (16) + 4 - 1 = 19
damage,PA: 1d10 + 4 + 3 ⇒ (10) + 4 + 3 = 17

He will also cast a glance out the door and catch sight of the mounted figure. He frowns further as he moves to aid Eleana.

It seems the councils decision has indeed thrown the city to the wolves. We may not have time or need to find aid in leaving the city at this point.


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

critconfirm?: 1d20 + 4 ⇒ (18) + 4 = 22
critdamage: 1d10 + 4 ⇒ (2) + 4 = 6


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

I'm going to go with Knight Errant for his Order. I can reflavor the ability names if you would like.


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M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

Brandt's eyes narrow, as he hears more in the alley, he quickly calculates the best route and decides the front likely to be the easiest path.

The Ragesian Empire has no authority in Gate's Pass. You have assaulted citizens of the city and under article 3, subsection B, paragraph D, you are no longer under protection of the laws until a time which you stand down and surrender.

To punctuate his statement, he swings his flail at the man in the doorframe.

flailattack: 1d20 + 4 ⇒ (20) + 4 = 24 Assuming +2 str bonus.
damage: 1d10 + 4 ⇒ (5) + 4 = 9


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

Brandt moves up to the door to cut off potential entry to the building and so he can see the men. He downs his extract and a small sheen similar to glass glimmers over his form for a brief second.

He speaks to the two men
What authority do you think you have here? Are you thieves or cutthroats? You have quite the gall to be attempting to assault a member of the guard division. Stand down.

More trying to see if he can get any information from them, than trying to actually get them to surrender.


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

Brandt will, while still looking to the ceiling, draw his heavy flail and pull out a vial of luminescent green liquid.

He once again glances towards Arakar.

Yes.. that is a possibility, though how they would know is hard to determine... though, while they likelihood is low, they could be a mere passerby, so do not strike unless attacked.

draw weapon and ready an extract of shield.


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

know.local: 1d20 + 7 + 1d6 ⇒ (1) + 7 + (6) = 14

The problem with putting military personnel outside their training is that more often than not, they will seek answers from a superior. Which would be bad for anything we were doing. I think it would be better to keep a story that wouldn't make them think. If they start thinking because they are trying to figure out what to do.. well, people on guard are harder to deal with. If we were to try and disguise our way out, a military patrol would be the best bet. Though your idea has merit as well Gilfroy.

Thinking for a bit, Brandt continues.

If we are going to seek further aid. I can think of two options. Erdan Menash, a councilmen who has been very vocal in his opposition to the councils decision. He could likely help us in forging a reason for leaving.

The other, and my less preferred option, is to try and find someone at the school of wizardry to help us magically bypass the gates. The issue being, we would have to find someone not only against cooperating with the Ragesians, powerful enough to help, and willing to help.

My suggestion is the councilman. As with his aid, I believe we could, bluff, our way out. This option would also pose the least risk for others.


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

I could perhaps... Brandt pauses, seemingly in some personal conflict Attempt to forge documents and a story. I am, as far as anyone knows, still part of the guard division of the military. So we could potentially use that.. Though I doubt it would be easy to convince them. Much less with you two appearing as you are. He tips his glass to Elana and Arakar.

Though..that may prove difficult even with disguises. Especially at a time like this.

would I know the general protocol? Or make a roll to know, for how one would be allowed to leave?


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

Pounce is never bad, especially in a melee heavy party. So beast totem would be good. If you can provide stance powers, the guarded stance AC bonus is also a good one to take. My personal preference over reckless.


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

Destin reads the notice and lets out a sigh.

I don't get what happened. What caused us to become traitors to our own neighbors... We're supposed to protect the citizens, not deliver them to death.

A man in leather armor, reminiscent of the standard gear of the guard division, that is mostly covered by a thick trench coat enters a little later than the others. At his side hangs a heavy flail, and on his back rests a crossbow and shield. His blonde hair is cut short, his beard is trimmed neatly at an 8 O'clock shadow and his eyes carry an intensity few can match. Despite his clothing, he holds an air of authority about himself. A pair of Manacles hang loosely near his flail. He glances around the room, taking in everything. His eyes clearly lingering on Arakar and Eleana longer than the others. He gives a nod to Gilfroy, mildly surprised to see him.

As the others introduce himself, he makes a remark after Arakar finishes speaking. His voice deeper than the norm.

No more than having two potential Ragesian spies here does for any of the rest of us. If you want my opinion, you are a larger concern than him. Though, perhaps not much worse than my own background. He glances around the room again.

He will walk up to the counter, pour a glass of liquor and turn around while sipping it. Eyes moving back to Arakar. Before speaking again

Some of you know me already. He glances towards Eleana and Gilfroy. Those who don't, may call me Brandt.


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

you also don't need to worry about same type bonuses if you are boosting a stat.

Level 7 will be when Brandt hits his peak. Well, not "peak", but being able to shift into a gargoyle with all those natural attacks with challenge and studied combat will be a huge combat boost.

Also note, for dex focused characters, skald provides a lot.

Honestly, at the end of the day, my suggestion is to pick what you think fits the character better flavor wise. As honestly, its largely a wash IMO.


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

With Orator, Brandt can use his linguistics skill in place of diplomacy, bluff, or intimidate. (for all applications save gather info, and to feint)

Oddly enough, I didn't realize this at the time but I can spend inspiration on linguistic checks for free. So Brandt will have, basically, a bonus for face skills of +10+1d6. If I take Orator at first level. All this said, I could -not- go this route to avoid stepping on toes.


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

@Gilfroy That sounds fine, Brandt wouldn't be overly kind, but would be fair.

@Eleana depending, Brandt could have been the one to see your release.

@Arakar, I'm thinking about taking the trait. Though leaning towards not. His ability scores are far from finalized atm. Which may be why they seem all over the place. I normally build higher than the point buy(usually about 5pts higher) and slowly work my way down to the proper pt buy by looking at what exactly each one gives both flavor wise and mechanic wise. Technically speaking, rage takes nothing from Investigator. As he can use extracts/studied target even under normal rage oddly enough. So I would not complain about bonuses.

I'm also not sure on which order to take, atm I'm considering Order of the Monument. But I've also been looking at Knight Errant.

Knight Errant surprisingly fits, due to Brandt technically going AWOL and joining the resistance. And plays into what I hope will be his character development(Finding his own way, in a way). The issue with the other mechanically is I likely won't have points to spare much for bumping charisma up. So it won't really give much until level 15. And IDK if we are even planning to reach that level. Though order of the monuments bonuses are certainly nice at 15.


M Constable/Investigator HP: 12/12| AC: 16 (18) T: 12 FF: 14(16)| Fort: +3 | Ref: +4 | Will: +1(+2 vs charm,compulsion, and emotion)| Init: +2| Perception: +3

Greetings to everyone, I'm excited to get to play with all of you.

As for my character, I have a few minor last minute updates to do. Namely decisions in regards to feats. My first few feats will be spoken for due to grabbing deft maneuvers, and the Orator feat. I had been considering TWF, But I don't think that would fit well, even though it would make his full attacks down right terrifying with challenge and studied target.

Either way, Brandt won't really come "online" until around level 4, where he can start making use of studied target+challenge and buffs from alchemy.

On the whole, he is primarily a skill focused character, with good combat presence.


Okay, here is an alias.

Putting his background and character sheet into it.

Brandt will likely be of the Order of the Monument Cavalier order. The other option is Order of the Scales, but I'm leaning towards Monument. Protecting the city is, quite literally, one of his driving points as to why he won't bend the knee.

Ability descriptions-

(Int 17): Brandt always showed a keen intellect, he was able to memorize entire pages of laws and codes easily. His analytical and reasoning skills far above the norm. Able to deduct and extrapolate, correctly, details of a crime scene.

(Wis 08): Despite his sharp mind, Brandt has made it a code for himself to never go off his gut hunches. As far to often it had proven wrong. So has gone to great lengths to find ways to overcome this. As such, his approach to things is often methodical, structured, and analytical. And often while focusing on a task at hand, his awareness is almost non-existent. Though a possible solution has been found.


Destian would likely take the Champion path.


question DM, does Destin's background(his humble beginnings) and working as "a blade for hire" fit in/make sense in your setting?


Flyn Rider wrote:
Sorry my post wasn't very easy to understand, I meant wield in the sense that he is outfitted to the hilt in magic. His hammer Mjölinir, the belt Megingjörð, and his gloves Járngreipr.

obviously, using MAGIC, and using magical ITEMS are completely different.


updated based on no alignment restrictions


Johnnycat93 wrote:
Destin Brandt wrote:
it should, I'm a fighter/barb with a mix of thrown in monk (martial artist to get around alignment) (for crane style)
If you're only planning on dipping monk you should be able to use whichever alignment, since you retain monk abilities even with an alignment violation.

yeah, if I wasn't straight barb on the other side. If I dipped monk from barb, or w/e that could work, but I think I want to keep barb at full progression.


it should, I'm a fighter/barb with a mix of thrown in monk (martial artist to get around alignment) (for crane style)


Here is my submission, I am still pondering a few things, but I like him. Any insight/thoughts are appreciated.

EDIT: nevermind, I always forget alignment issues. i;ll fix him up.


Brandt would have fought them before, so he would be fine with this. It is but the way of life.

just a tid bit, I would like to say my name means "Determined blade" apparently lol.


Destin doesn't care, he won't kill women and children for no reason, but he has grown up around war and the like. Though He will save a village, if he thinks it will bring him fame. He will raid a village, if he thinks it will bring him fame and glory.


Here is my fighter, he is pretty much done, I have a little more detail to add to the background but I wanted to keep it rather vague and simple.