Ratfolk Caravan Guard

Djir Bentwhisker's page

190 posts. Alias of pad300.


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M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

I'm not sure who's in charge of repairs on the Man's Promise, but...
Before we go for a little boat ride, Djir checks up with the ship's carpenter, "What will we need from the island to repair the ship? Do we need to beach her for repairs, rather than risk a longer trip to a proper port?"


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

Pleased to meet you Ularrka.


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13
Lucille de Avrois wrote:
Sandaras symbol, and Grindylow activity. Hmmm, as far as I know Grindylows have bases, likely on a nearby island. Lucille thinks loudly as she looks at the island.

Djir scoop up the holy symbol and whispers to Lucille and Torin, "Hsssh! Keep that on the down low - I'm none to confident Plugg and Scrouge would be sad to see Sandara's gone. Instead, as cook you should try to convince the captain we should send a shore party for the fresh water and provisions... Otherwise he'll likely just keep us all here doing repairs."

I'm suggesting Lucille bluffs (either Plugg or Scourge) to get us sent ashore, at which point we can go looking for Grindylows.

If Lucille agrees:

Cevanne will give a Calistria's blessing to Lucille's efforts...
Casts Guidance on Lucille
and Djir will try to help convince whomever Lucille targets:

Bluff, Aid Another: 1d20 + 1 + 3 + 1 ⇒ (8) + 1 + 3 + 1 = 13 vs DC 10
1 rank +3trained +1 Cha,


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

Still in


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

During roll call, Djir keeps silent as he thinks, "I doubt those two took off together. I wouldn't put it past Plugg to snuff Sandara as a threat to his captaincy, but that doesn't account for Oromi. Could the grindylows have kidnapped them? If so, how the devil can we get them back?


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

Craft: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10
+4 int -2 meticulous (no ranks)


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

Lucille:

Djir recognizes the dweomer, and whispers back "Yes, I hear you.".

Djir thinks to himself as Lucille boldly strides upwards "Well, if you want to make yourself a target, you'll make a fine distraction..."


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

Spellcraft: 1d20 + 2 + 3 + 4 ⇒ (20) + 2 + 3 + 4 = 29 vs DC 15 (message)
2 rank +3 trained +4 int


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

Djir Bentwhisker, lvl 3 mechanics

Mechanical:

Djir Bentwhisker

Ratfolk Unchained Rogue 1 Wizard (Air Elementalist> Smoke Subschool) 2
Future intent:, Arcane Trickster ?

Alignment: Chaotic Neutral
Diety: Calistria

Init +7 = +3 Dex +4 Familiar
Speed 30 ft
Low light vision
Defense
AC : 16 =10+2 Armor +3 Dex +1 Size
HP: 25 = 8+ (2d6>5,4)+ 3*2 (con) +2 FCB
Fort + 3 = +0 Rogue +0 Wiz+2 con +1 Trait
Ref + 5 = +2 Rogue + 0 Wiz + 3 dex
Will + 4 = +0 Rogue +3 Wiz + 1 wis
+2 trait vs Mind Affecting
CMD : 13 = 10 + 1 (bab)+3 (dex)-1 size
Offense
Melee: ***
Ranged: ***
BAB : +1
CMB : -1 = +1 (BAB) -1 str-1 size

Spells Prepared N/A
Cantrips: Message (Air), Detect Magic, Prestidigitation, Daze, ***
1st level: Windy Escape (Air), Color Spray, Color Spray, Mage Armor, ***

Race = Ratfolk

St : 9 =11 (1 pts) – 2 racial
Dex : 16 = 14 (5 pts)+2 Racial
Con : 14 =14(5 pts)
Int : 18 =16 (10 pts) +2 racial
Wis; =12 (2 pts)
Cha: = 12 (2 pts)

Feats :
Wasp Familiar (1st)
Deft Maneuvers(Finesse Training, URogue 1, EITR)
Scribe Scroll (Wizard 1)
Accomplished Sneak Attacker(3ed)

Traits : Deathtouched (Race), Eye for Plunder (Campaign), Resilient (Combat), Meticulous (Drawback)

Skills (8 +2*2+3*4(int)) (skill roll NOT INCLUDING ACP)
K Arcane + 10 = 3 rank +3 trained+4 int,
Spellcraft, + 9 = 2 rank +3 trained +4 int,
Perception +9 = 3 rank +3trained +1 wis +2 racial,
Stealth + 12= 2 rank +3 trained+3 dex +4 size,
Disable Device +9 = 3rank +3 Trained +3 Dex, also Trapfinder +1 and Eye for Plunder +1,
Escape Artist + 9 = 3rank +3 Trained +3 Dex

UMD +7 = 1 rank +3 trained +1 cha +2 racial,
Bluff +5 = 1 rank +3trained +1 Cha,
Acrobatics + 7=1 rank +3 Trained +3 Dex,
Sense Motive +5 = 1 rank +3trained +1 wis,
K Dungeoneering + 8 = 1 rank +4 int +3 trained
K Local + 8 = 1 rank +4 int +3 trained
Swim +3= 1 rank +3trained -1 str,
Climb +3 = 1 rank +3trained -1 str,

Background Skills (2 /lv) (Ranks, skill roll. NOT INCLUDING ACP)
Sleight of hand, + 9 = 3rank +3 trained +3 dex
Profession (Sailor) +7 = 3 rank +3trained +1 wis

Languages : Common (Taldane), Mwangi (Polyglot) (int), Draconic (int), Undercommon (int), Aklo (int)

FCB: wizard, +2 HP


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

HP: 1d6 ⇒ 4


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13
Lucille de Avrois wrote:
No use arguing, lets clean out other Tentaclelegs and unf!#& our ship, drowning sucks! Lucille seeks to delay the argument.

"Point. Lets go see what's going on elsewhere aboard..."

Djir abandons his looting to sneak his way up the stairs to the open deck, senses straining for danger...

Stealth: 1d20 + 1 + 3 + 3 + 4 ⇒ (8) + 1 + 3 + 3 + 4 = 19
1 rank +3 trained+3 dex +4 size

Perception: 1d20 + 2 + 3 + 1 + 2 ⇒ (15) + 2 + 3 + 1 + 2 = 23
2 rank +3trained +1 wis +2 racial


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13
Torin Brimfisher wrote:
"Oi, Djir!" Torin cries in surprise, "That bugger could have told us something." ...

Djir snorts back: "Like what? This storm is going to chuck us 500 miles before it blows over. We ain't going to find this spot again for love nor money."


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

Djir stabs the unconscious grindylow to death, and then starts looting bodies...


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

Ok, Pai Song drew red's AoO, so unless it has combat reflexes, it can't poke me as I get up...

Djir bounces back to his feet while the Grindylow next to him is distracted stabbing at Pai Song. His momentum takes him away from the fight, as he draw his rapier...

Move Action - stand up
5' step
standard action - draw rapier


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

Taking advantage of his quick reflexes, to act even before their enemies, Djir rushes to where he can get all three grindylows and unleashes magic!

move action - Move up ( follow the green line for 15')
Standard Action - cast color spray (the red cone). Will Save DC 15 for assorted HD dependent effects. Normal casting, because I am at the top of the init order, and they can't AoO until their turn (they are currently flat footed)


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

Grindlylows and PC tokens spotted on the second deck!


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

Yeah, I'm getting what I think are 4 levels of the Man's promise, arranged top to bottom on the map.
1) Top level (open deck) has no figures on it.
2) Next level down (both on the boat and on the map) has Pai Song with an orange border.
3) The third level has 7 figures (none of which are PC's), 6 with blue outlines and 1 in green.
4) The bottom level (the hold) has no figures...


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M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

Map link please - the one in Randall's profile isn't showing any Grindylows, nor PC Icons...


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13
DM Meleager wrote:

...

Day 4

The sleep is a short one, as you are awakened before the day has likely even begun. Everyone is ordered to the rigging this time and to Plugg's and Scourge's credit they assign you more fairly this time around.

...

Rigging, Djir: 1d6 ⇒ 1

...

All DCs are increased by 2 once more. Luckily, there likely won't be a threat of Bloody Hour given the storm.

@DM Meleager, I assume we still have the added Con Check/enhancement of existing check from HERE?

Rigging Tasks wrote:
1 Rigging Repair: The ship’s rigging frequently gets damaged and must be repaired, requiring DC 10 Climb checks to reach the rigging 30 feet up, followed by a DC 10 Profession (sailor) or Dexterity check.

So that's 6 successful climb checks (DC 12) without falling (which is a miss by 5, and in this case, a nat 1) and then a Profession (Sailor) check (also DC 12), and a con check (DC 10?).

For a trip out of the bilges and into the rising wind, Djir dresses up,
pulling out his climbing kit. In the teeth of the storm, he makes sure he has a line belayed to the mast before staring to climb. Cevanne though (having wings) is much more carefree, seeming to enjoy the extra wind, flitting about without problem...

Climb A: 1d20 + 1 + 3 - 1 + 2 + 1 ⇒ (13) + 1 + 3 - 1 + 2 + 1 = 19 vs DC 12
1 rank +3trained -1 str +2 climbing kit +1 guidance
Climb B: 1d20 + 1 + 3 - 1 + 2 + 1 ⇒ (14) + 1 + 3 - 1 + 2 + 1 = 20 vs dc 12
Climb C: 1d20 + 1 + 3 - 1 + 2 + 1 ⇒ (11) + 1 + 3 - 1 + 2 + 1 = 17 vs dc 12
Climb D: 1d20 + 1 + 3 - 1 + 2 + 1 ⇒ (9) + 1 + 3 - 1 + 2 + 1 = 15 vs dc 12
Climb E: 1d20 + 1 + 3 - 1 + 2 + 1 ⇒ (14) + 1 + 3 - 1 + 2 + 1 = 20 vs dc 12
Climb F: 1d20 + 1 + 3 - 1 + 2 + 1 ⇒ (10) + 1 + 3 - 1 + 2 + 1 = 16 vs dc 12
Climb G: 1d20 + 1 + 3 - 1 + 2 + 1 ⇒ (4) + 1 + 3 - 1 + 2 + 1 = 10 vs dc 12
Climb H: 1d20 + 1 + 3 - 1 + 2 + 1 ⇒ (19) + 1 + 3 - 1 + 2 + 1 = 25 vs dc 12

That might get me up

Profession Sailor: 1d20 + 2 + 3 + 1 + 1 + 4 ⇒ (18) + 2 + 3 + 1 + 1 + 4 = 29 vs DC 12
2 rank +3trained +1 wis +1 guidance +4 work diligently

Con Check: 1d20 + 2 ⇒ (6) + 2 = 8 vs DC 8
+2 con

Edit
And mighty Djir the Sailing Rat faces down the storm without flinching!


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

Djir finds a quiet corner to whisper to Lucille, "If ye have some healing in your trick bag, maybe you could slip a little bit to Torin and Pai Song; if there is a storm coming, we'll want all hands hauling at full capability. "

I've no need myself - Non lethal heals at LVL/hr, so by tomorrow morning I'll be fine

Then he hunts down Randall "You've sung for us before with great effect, and I want yer to sing again tonight. The crew is tired and worn down from Plugg's harsh treatment, and if there's a storm tomorrow, we want them at their best. So can ye sing the lads to a good night's rest?"
Use sea shanty on the crew so that their various cases of fatigue and exhaustion are lifted.

Not feeling sociable, rather than try to influence Oromi tonight, he finds a quiet and hidden corner and studies his stolen spellbook...


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

Djir doesn't even notice the winds picking up - he's down in the bilges working the pumps with all his might...

Bilge Work

Str Check, work diligently: 1d20 - 1 + 4 ⇒ (8) - 1 + 4 = 11 vs DC 12
-1 str +4 work diligently

Con Check: 1d20 + 2 ⇒ (12) + 2 = 14 vs DC 12 = 10+2
+2 Con

Edit: Oh No! The mighty sailing rat has finally failed a strength check...


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

For his evening action, recruiting a couple of friends to aid him (Conchobar - because he's a gambler - and Rosie - because she will want to keep an eye on Conchobar), Djir will try to make nice with Oromi by organizing a game of cards, and "Oi, newbie, we need a fourth, sit down and make yourself at home"...

During the game, he will try and butter her up, as well as feel out her attitude to Plugg and Scourge.

This is an influence check on Oromi, with Conchobar and Rosie aiding...

Bluff: 1d20 + 1 + 3 + 1 + 1 + 2 + 2 ⇒ (7) + 1 + 3 + 1 + 1 + 2 + 2 = 17
1 rank +3trained +1 Cha +1 guidance (Cevanne) +2 aid another Rosie +2 aid another Conchobar


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

Stuck in the bilges again, Djir works and thinks... "We were not supposed to be making for Bloodcove according to Capt Harrigan, rather Port Peril. I suspect that Capt Plugg planning a bid for independence. I imagine that we'd not do well out of that, not with Plugg being such a bastard. Still, forewarned is forearmed ... Who could blame us if we took the ship from him, and betrayed by those set above us, decided to make our own way in the world. Captain Djir has a nice ring..."

Bilge Work

Str Check, work diligently: 1d20 - 1 + 4 ⇒ (19) - 1 + 4 = 22 vs DC 12
-1 str +4 work diligently

Con Check: 1d20 + 2 ⇒ (17) + 2 = 19 vs DC 12 = 10+2
+2 Con

Edit: Again the mighty thews of Djir prevail!


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

@GM Meleager, are there more speakers in the discussion inside Captain Plugg's cabin than just Plugg and Scourge?


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

Cevanne reports back and Djir thinks "Bloodcove, what do I know about Bloodcove?"
K local: 1d20 + 1 + 4 + 3 + 1 ⇒ (8) + 1 + 4 + 3 + 1 = 17
1 rank +4 int +3 trained +1 guidance (Cevanne)


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

"Someone invisible? Who could that be?" Djir thinks to himself and then "I hope Jack doesn't get himself in trouble, this is the kind of thing best left to the professionals". Then he slips away from what's undoubtedly a very crowded corridor where he won't be able to get close to the door anyways...

Instead, he sneaks away and around the ship, counting noses to limit the suspect list for the invisible person ... (ie whoever I can't locate is on the suspect list)

Stealth: 1d20 + 1 + 3 + 3 + 4 ⇒ (8) + 1 + 3 + 3 + 4 = 19
1 rank +3 trained+3 dex +4 size

Unlike normal, Cevanne is not with Djir, instead she has flown over the side and is perched beside the portholes to the captain's cabin, listening in and peeking...

Stealth, Cevanne: 1d20 + 1 + 3 + 3 + 4 + 8 + 1 ⇒ (3) + 1 + 3 + 3 + 4 + 8 + 1 = 23
1 rank +3 trained +3 dex +4 racial+8 tiny size +1 guidance

Perception, Cevanne: 1d20 + 2 + 3 + 0 + 4 ⇒ (12) + 2 + 3 + 0 + 4 = 21
2 rank+3 trained +0 wis +4 racial

So, questions that should get answers to: 1) Who's in the captains cabin and what are they arguing about? 2) After I know who's in the Captains cabin arguing, my list of suspects for invisible person should be pretty short...(Heck, I might have no one on it, which would indicate that we have a stowaway). Also, as from my previous post 3)Do we have "officers" other than Plugg and Scourge? 4) Who's sleeping where? 5) What are the watch arrangements?


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

Come the evening, Djir counts noses (and new faces) in the crew quarters - black heart that he is, he thinks that Plugg's iron "discipline" will induce mutiny and he scents an opportunity...

OK, so "All your non-officer friends alongside Kroop are going with you" and "it is an even amount of people between you guys and your allies and Plugg, Scourge and his allies along with whatever remaining Rahadoumi sailors to even things up." So that works out to:
Friends (16): Fishguts Kroop, Syl, Shivikah, Owlbear Hartshorn, Sandara, Scrimshaw, Ratline, Conchobar Shortstone, Rosie Cusswell, Giffer, Tilly, Samms, Crimson Cogward, Maheem, Badger
Enemies (6) : Plugg, Scourge, Aretta, Fipps, Jape, Narwhal Nate
Rahadoumi Sailors (?10?) : ????
@DM Meleager: Did we get Oromi, the Rahadoumi officer that Lucille and Torin were chatting up?

In the night, there being no party, Djir has plenty of time for sneakiness ... He spends so time observing who's sleeping in which spaces and how the watch is set.
Night action - Sneak! He wants to know who's sleeping where and what the watch arrangements are to plan a mutiny of his own...In particular I note that Plugg said Jack and Sandara are to be "sleeping with us in the officer quarters"; but reading the rooms list, I get the impression that Plugg as captain, gets his own quarters, B7, and that would leave just Scourge, Sandara and Jack in the officer's quarters, B6 (unless there are other, yet unmentioned officers). Scourge may have made a very unsafe choice in sleeping arrangements...

Stealth: 1d20 + 1 + 3 + 3 + 4 + 1 ⇒ (12) + 1 + 3 + 3 + 4 + 1 = 24
1 rank +3 trained+3 dex +4 size+1 guidance (cevanne)


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

I owe a day's work checks (and probably a set of stripes to match Pai Song) as my question have been answered...

Unable to figure out a good con to get someone else to pump in the bilges, Djir goes to meet his fate... While there, he works diligently, trying to avoid the whipping he figures he'll be handed...

Str Check, work diligently: 1d20 - 1 + 4 ⇒ (15) - 1 + 4 = 18 vs DC 12
-1 str +4 work diligently

Con Check: 1d20 + 2 ⇒ (16) + 2 = 18 vs DC 12 = 10+2
+2 Con

Edit: Djir mighty thews prevail again!


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

I'm still paying attention.


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

Is the Man's promise substantially different than the Wormwood in layout and routine? ie. is there a different map? Did Scourge's keys include keys for the Man's Promise? Also, where is Owlbear being kept and is he someplace where if he was released from his chains (say by someone who wanted him to work in the bilges), would his being missing be spotted?

Spells prepared:

Cantrips: Message (Air), Detect Magic, Prestidigitation, Daze
1st level: Windy Escape (Air), Color Spray, Vanish, Mage Armor


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

Apparently I forgot to post my spellbook when I went to 2nd level, so here it is:

Spell Book:

L0: All except Acid Splash
L1 (7): Windy Escape, Color Spray, Vanish, Ear Piercing Scream, Mage Armor, Snapdragon Fireworks, Unseen Servant


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

So he noticed my new rank in climb and I'm no longer on the mainmast. Damn that clever observant bugger!


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13
DM Meleager wrote:

...

Judging by the counts, it is an even amount of people between you guys and your allies and Plugg, Scourge and his allies along with whatever remaining Rahadoumi sailors to even things up. Grok won't be one of them, so it will likely be the last time in a while you'll see her.

I'm contemplating leaving an incendiary surprise behind on the Wormwood when we leave... I do figure I owe the good Captain Harrigan a settling of debts. But, how many, and which of our friends are we leaving on the Wormwood?


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

Sense Motive, how much BS is Scourge selling?: 1d20 + 1 + 3 + 1 + 1 ⇒ (13) + 1 + 3 + 1 + 1 = 19
1 rank +3trained +1 wis +1 guidance (Cevanne)

"So who we got for a crew for this little jaunt? Mr. Plugg's the captain, yer the first mate. There's me, Lucille, Pai Song, Arkhan, Chisomo, Randall and Torin. That's 9 and it's not enough to sail the "Man's Promise". Also, what's the plan after Port Peril and selling the "Man's Promise" as salvage? I was looking for a passage away from Port Peril in the Formidably Maid... Even if I was planning on paying cash not labor."

Who's coming along when he says all our friends - everybody who we got to helpful among the NPC's? That's everybody but Scourge and Plugg's thugs, and even a couple of them (Syl, ?Maheem?)

No bluff check because all the questions are honest...


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

Stealth vs Pai Song: 1d20 + 1 + 3 + 3 + 4 + 1 ⇒ (14) + 1 + 3 + 3 + 4 + 1 = 26
1 rank +3 trained+3 dex +4 size+1 guidance (cevanne)

Perception: 1d20 + 2 + 3 + 1 + 2 ⇒ (13) + 2 + 3 + 1 + 2 = 21
2 rank +3trained +1 wis +2 racial

edit: Apparently both Pai Song and Djir are blind to each other... Djir continues his scurrying around obliviously, but Pai Song can't follow him either... I'd advise Pai Song to watch out for that Jack kid though, he's pretty sharp; finds me every time.


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

Are we sure Sandara is a Besmaran, not a Calistrian?


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13
DM Meleager wrote:


Djir

Scourge has one magic potion as well as one dark bottle. You recognize it as the same oil taggit that drugged you into the Wormwood in the first place. He also has a wedding ring.

Perception, Jack: 1d20 + 5 ⇒ (17) + 5 = 22

Jack notices whatever other item Djir has on his side, but keeps it mum. "Whatever you're gonna do with it... I'd like to help." He grins.

Unfortunately for the two of them they don't have Perception as ranked. And the two of them sleeping is more than enough of a penalty to succeed without waking them up. As for the next day...

...

@GM Meleager, I have sent you a PM

Djir pockets the potion and the oil of Taggit. Before taking impressions of the kesy, he takes Jack with him on quick trip across to the Man's Promise where they try to scrounge a pair of replacement glass vials for the potion and the oil of taggit; he fills the replacements with some cooking oil, spices and wine from the Promise's galley and some rat urine for the potion. Djir winks at Jack with a nasty grin on his face, "Scourge's is gonna get a might of an unpleasant surprise when he needs his poison or his potion next time... but he'll have no idea of who or when. Remember that - never give a sucker an even break."

For the rest of the party, Djir will first try to visit quartermaster Grok and spend some of his loot on MW thieves tools (if they are available, also, he will trade in his old tools if he can). Then he will find a private spot and set to work on filing copy keys:

Disable Device, to make copy keys, take 20: 20 + 2 + 3 + 3 + 1 + 1 = 30 +2 if MW tools are available
2rank +3 Trained +3 Dex +1 Trapfinder +1 guidance

He will also try to ID his stolen potion,

Spellcraft: 1d20 + 1 + 3 + 4 + 1 ⇒ (2) + 1 + 3 + 4 + 1 = 11
1 rank +3 trained +4 int +1 guidance

That should keep me well occupied for the rest of the party


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

F'ing nat 1 on the stealth check, of course... I might still make it mind, being asleep is a -10 and being drunk (sickened condition) is a further -2.


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13
DM Meleager wrote:

...

Djir

Djir hardly makes any more noise than would a regular rat as he made his way to the sleeping couple. While his shake down game isn't the cleanest, the fact that the two remain asleep made sure than neither knew what happened.

Things were going smoothly as he went out the room... until he walked into Scrimshaw. "Are ya doing some sneaking stuff you usually do?" he asked.

...

@GM Meleager:

I'm assuming there was nothing else of interest in Scourge's and Aretta's gear than the keys (something I could replace with a fake, like say potion bottles... which could be replaced with a vial of rat urine...); if there is, I am using sleight of hand to try hide the other stuff from Jack while using the keys as a distraction.

Sleight of hand: 1d20 + 2 + 3 + 3 ⇒ (1) + 2 + 3 + 3 = 9
2rank +3 trained +3 dex

Cevanne flits around Djir's head as he gives his most engaging grin and says "Ah, Jack me lad, just laying the groundwork for some future fiddle-faddle... You want to learn a little something that might serve you well at some later date?"

Bluff: 1d20 + 1 + 3 + 1 + 1 ⇒ (17) + 1 + 3 + 1 + 1 = 23
1 rank +3trained +1 Cha+1 guidance (cevanne)

If Jack is game:

He leads Jack off to a private spot and shows him what he pilfered, and the soap from Man's Promise, and starts explaining "As I said, I'm laying the groundwork: these are Scourge's keys." He holds up the keys and continues, " If'n I don't put them back, there'll no doubt be a great fuss... But" he holds up the soap he took from Man's Promise "You can take a set of impressions from keys in soap, and return the keys. Then you file matching ones, and no one knows you have a set of keys - which might be a useful thing to have. So today's lesson is how to take impressions from keys."

Then he uses a prestigidation cantrip to press the keys into the soap for perfect impressions... Later, when he has some time, he will file the copy keys to fit.

Having taken the impressions, says to Jack "Be very quiet and wait for me - I have to return some keys... and fill Scourge's boots with liver pate."

Off sneaks Djir...

Stealth: 1d20 + 1 + 3 + 3 + 4 + 1 ⇒ (1) + 1 + 3 + 3 + 4 + 1 = 13
1 rank +3 trained+3 dex +4 size+1 guidance (cevanne)

Can't nest spoiler tags unfortunately

Assuming they don't wake:

He slips the keys (and replacements for anything else he stole) back into Scourge and Aretta's clothes...

Sleight of hand: 1d20 + 2 + 3 + 3 + 1 ⇒ (12) + 2 + 3 + 3 + 1 = 21
2rank +3 trained +3 dex+1 guidance (cevanne)

If they do:

He bluffs, pretending to have been planning a prank - filling Scourge's boots with liver pate. He throws the clothes all over the place as he sprints away, using sleight of hand to hide including the stuff he stole (and any replacements) in the pile of clothes he throws away...

Bluff: 1d20 + 1 + 3 + 1 + 1 ⇒ (11) + 1 + 3 + 1 + 1 = 17
1 rank +3trained +1 Cha

Sleight of hand: 1d20 + 2 + 3 + 3 + 1 ⇒ (7) + 2 + 3 + 3 + 1 = 16
2rank +3 trained +3 dex+1 guidance (cevanne)

Guidance on sleight of hand because it's more important to hide that he had the keys...

and that's as far a we can get without knowing the results of assorted checks.

If Jack doesn't go for it, it'll depend on what he replies...


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

Djir sneaks into the lower deck, trying to avoid waking Scourge and Aretta... (He brings with him some liver pate from the feast.)

Stealth: 1d20 + 1 + 3 + 3 + 4 + 1 ⇒ (15) + 1 + 3 + 3 + 4 + 1 = 27
1 rank +3 trained+3 dex +4 size+1 guidance (cevanne)

Assuming they don't wake:

With delicate fingers, he searches through Scourge's clothing (presumably discarded on the floor) for his keys and anything else of interest, and then Aretta's clothes as well...

Sleight of hand: 1d20 + 2 + 3 + 3 + 1 ⇒ (7) + 2 + 3 + 3 + 1 = 16
2rank +3 trained +3 dex+1 guidance (cevanne)

If they do:

He bluffs, pretending to have been planning a prank - filling Scourge's boots with liver pate...
Bluff: 1d20 + 1 + 3 + 1 + 1 ⇒ (5) + 1 + 3 + 1 + 1 = 11
1 rank +3trained +1 Cha+1 guidance (cevanne)


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

Perhaps it's having killed more men today than he has in the rest of his life, or perhaps it the conspicuous lack of lady rats, or who knows what, but Djir is definitely not the life of the party. He is quick to realize that shipboard discipline is devolving into a drunken madhouse ... which he has little interest in joining, although it does offer opportunties. Although he partakes of the food and drink, he does so in limited fashion. He does make sure that poor "Owlbear" Hartshorn, chained up in the hold, gets some of the bounty. He takes advantage of his own "kindness", to make it seem like he has drunk and eaten much more than he has, stealthily passing the excess off to Owlbear.

Instead of partying, he spends much of the next 36 hours sneaking and scurrying...

First aboard the Man's Promise, doing a personal bit of looting without being spotted,

looking for:

Soap to take impressions of keys and the other materials to make copies of keys after taking the impressions.

Then he finds a hidey-hole and takes a several hour nap. After which, he takes a wander about the ship, looking for blind drunk and/or passed out crewmembers of interest (specifically officers and Harrigan's cabin girl)...

@DM Meleager, Ok, Djir wants to steal keys from any of the officers - Plugg, Scourge, Krine, Longfarthing and Quarne - and/or from Caulky Tarroon (Harrigan's cabin girl). Then he plans to take impressions of the keys using his looted soap, and finally, to return the keys in question... However, he's careful to select people who are getting blind drunk or already passed out, and is careful not to get spotted while doing it...
Not sure what rolls you'll want for this. Obviously, it's your discretion at to which, if any, of my proposed targets have partied themselves into vulnerability...


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13
DM Meleager wrote:

... After that, there was nothing else to do but party and taste the wonderful food and drink plundered from the Man's Promise. The party lasts the rest of the day and extends into the entirety of the next one.

Feel free to roleplay what your character will do during that time. You have about 36 hours to do whatever you want. Mechanically, that allows for 5 night actions for the duration of that time.

five night actions to play with, ooh! Unfortunately, it will have to be later when I post, but I suspect some sneaking about is coming into play, as the only people left to influence are scourge and plugg's hardcores...


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M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

I seem to have been shockingly successful with a crossbow while I was away. Good shooting DM Meleager...

Djir abandons stealth as useless at this point and shouts out "Hey Sandara, got a bit of doctoring to do if you have a moment!"


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

It's that time of year again. Merry Christmas to all and a Happy New Year. I am going on holidays, starting the 17th, and expect to be back for Jan 3ed 2023. Posting may be sporadic; feel free to bot me if needed.


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

Djir finds a hidden spot and mutters a quick spell on himself.
Pre-fight turn 1
Djir Move action - find something to hide behind
Djir Standard: Cast mage Armor; AC is 18= 10+4 mage armor +3 dex +1 small
Cevanne move action - join Djir in hiding

Stealth, Djir: 1d20 + 1 + 3 + 3 + 4 ⇒ (20) + 1 + 3 + 3 + 4 = 31
1 rank +3 trained+3 dex +4 size

Stealth, Cevanne: 1d20 + 1 + 3 + 3 + 4 + 8 ⇒ (9) + 1 + 3 + 3 + 4 + 8 = 28
1 rank +3 trained +3 dex +4 racial + 8 size

He then ducks behind a capstan (for cover) and start sniping at the enemy guards on the sterncastle...

Prefight rounds 2-4
Djir Standard Action - fire crossbow
Djir Move action - load crossbow
Cevanne Standard Action - use guidance on Djir

Attacks:

Ok, DM Meleager, I am assuming these shots are from move than 30' away, so no sneak attack. But, you will have to adjust to hit rolls as appropriate for range; my light crossbow has a 80 ft range increment... Djir will aim for targets that are distracted or haven't spotted him...

To Hit, Round 2: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7 vs Flatfooted if hide was successful
+3 dex +1 guidance
Damage, Round 2: 1d6 ⇒ 3
Djir Stealth Check to snipe, Round 2: 1d20 + 1 + 3 + 3 + 4 - 20 ⇒ (1) + 1 + 3 + 3 + 4 - 20 = -8
1 rank +3 trained+3 dex +4 size-20 sniping

To Hit, Round 3: 1d20 + 3 + 1 ⇒ (14) + 3 + 1 = 18
Damage, Round 3: 1d6 ⇒ 2
Djir Stealth Check to snipe, Round 3: 1d20 + 1 + 3 + 3 + 4 - 20 ⇒ (7) + 1 + 3 + 3 + 4 - 20 = -2

To Hit, Round 4: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
Damage, Round 4: 1d6 ⇒ 6
Djir Stealth Check to snipe, Round 4: 1d20 + 1 + 3 + 3 + 4 - 20 ⇒ (19) + 1 + 3 + 3 + 4 - 20 = 10

Edit: Possible Crit, Round 4
Crit Confirm, Round 4: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24
Extra Damage, Round 4: 1d6 ⇒ 4


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13
Torin Brimfisher wrote:

Torin seems unsure if he should be horrified or amused by some of the boarding party he'd be crossing over with, but couldn't help a wry smile coming across his features. He looks down at Djir as both spectate the ongoing events.

"I'll watch your back if you watch mine little one." he offered.

"That works for me, although you back's a little too high up to reach, so you'll just have to settle for me covering your ass..."


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

Djir also listens to Lucille and Longfarthings conversation, but says nothing, keeping his own tricks to himself...


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

Mechanics upate for Djir lvl 2:

Mechanical:

Djir Bentwhisker

Ratfolk Unchained Rogue 1 Wizard (Air Elementalist> Smoke Subschool) 1
Future intent:, Arcane Trickster ?

Alignment: Chaotic Neutral
Diety: Calistria

Init +7 = +3 Dex +4 Familiar
Speed 30 ft
Low light vision
Defense
AC : 16 =10+2 Armor +3 Dex +1 Size
HP: 18 = 8+ (1d6>5)+ 2*2 (con) +1 FCB
Fort + 3 = +0 Rogue +0 Wiz+2 con +1 Trait
Ref + 5 = +2 Rogue + 0 Wiz + 3 dex
Will + 3 = +0 Rogue +2 Wiz + 1 wis
+2 trait vs Mind Affecting
CMD : 12 = 10 + 0 (bab)+3 (dex)-1 size
Offense
Melee: ***
Ranged: ***
BAB : +0
CMB : -2 = +0 (BAB) -1 str-1 size

Spells Prepared N/A
Cantrips: Message (Air), Detect Magic, Prestidigitation, Daze
1st level: Windy Escape (Air), Color Spray, Color Spray, Mage Armor

Race = Ratfolk

St : 9 =11 (1 pts) – 2 racial
Dex : 16 = 14 (5 pts)+2 Racial
Con : 14 =14(5 pts)
Int : 18 =16 (10 pts) +2 racial
Wis; =12 (2 pts)
Cha: = 12 (2 pts)

Feats :
Wasp Familiar (1st)
Deft Maneuvers(Finesse Training, URogue 1, EITR)
Scribe Scroll (Wizard 1)
Accomplished Sneak Attacker(3ed)

Traits : Deathtouched (Race), Eye for Plunder (Campaign), Resilient (Combat), Meticulous (Drawback)

Skills (8 +2+2*4(int)) (skill roll NOT INCLUDING ACP)
K Arcane + 9 = 2 rank +3 trained+4 int,
Spellcraft, + 8 = 1 rank +3 trained +4 int,
Perception +8 = 2 rank +3trained +1 wis +2 racial,
Stealth + 11= 1 rank +3 trained+3 dex +4 size,
Disable Device +8 = 2rank +3 Trained +3 Dex, also Trapfinder +1 and Eye for Plunder +1,
Escape Artist + 8 = 2rank +3 Trained +3 Dex
UMD +7 = 1 rank +3 trained +1 cha +2 racial,
Bluff +5 = 1 rank +3trained +1 Cha,
Acrobatics + 7=1 rank +3 Trained +3 Dex,
Sense Motive +5 = 1 rank +3trained +1 wis,
K Dungeoneering + 8 = 1 rank +4 int +3 trained
K Local + 8 = 1 rank +4 int +3 trained
Swim +3= 1 rank +3trained -1 str,
Climb +3 = 1 rank +3trained -1 str,

Background Skills (2 /lv) (Ranks, skill roll. NOT INCLUDING ACP)
Sleight of hand, + 8 = 2rank +3 trained +3 dex
Profession (Sailor) +6 = 2 rank +3trained +1 wis

Languages : Common (Taldane), Mwangi (Polyglot) (int), Draconic (int), Undercommon (int), Aklo (int)

FCB: wizard, +1 HP


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

HP: 1d6 ⇒ 5

Working on leveling. Climb! Swim! Yay!


M Ratfolk | HP 25/25| AC: 16, T: 14, FF:13 | Spd: 30ft | U-Rogue 1 Wiz (Smoke) 2|Low Light Vision; Percept: +9, Sense Motive: +5 | Saves: F: +3, R: +5, W: +4; +2 vs mind affecting| CMB -1 / CMD 13

"Ho, Ho, Ho, it's a pirates life for me!" Djir is enthusiastic as he fetches his crossbow and cranks it back...


Dark Archive

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"Fall in soldiers!"

your awakened before dawn with your orders to report to Phoenix battalion, training is over and the true tests are about to begin.


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Welcome to Phoenix Battalion.

Link to main discussion.

Dark Archive

I'm just looking for some feedback on the build. only Core, APG and AA are allowed. and the stalwart feat from UC.

Build:

Barb 1 (Invulnerable Rager)
Human (Heart of the Wilderness)
STR-20 (18+2)
DEX-14
CON-15
INT-13
WIS-10
CHA-7

AC-17 (+4 Armor, +1 Shield, +2 dex)
HP-15 (12+2+1)
Fort-+4
Ref-+2
Will-+0

Feats
Endurance
Diehard

Traits
Threatening Defender-Reduce combat expertise penalty by 1
Rich Parents-900 starting gold
Sword Scion-+1 to hit with longsword

Equipment
MW Cold Iron Longsword +8 (1d8+5)19-20x2
MW Madu (Shield)fight defensively with a –2 penalty instead of the normal–4, reduce Combat Expertise by 1 (minimum –1)

The plan is to take combat expertise at 3 and stalwart at 5. That would give me DR 7/- at lvl 5, doubled vs nonlethal.

Stalwart:

Prerequisite: Diehard, Endurance, base attack bonus +4.

Benefit: While using the total defense action, fighting defensively action, or Combat Expertise, you can forgo the dodge bonus to AC you would normally gain to instead gain an equivalent amount of DR, to a maximum of DR 5/—, until the start of your next turn. This damage reduction stacks with DR you gain from class features, such as the barbarian's, but not with DR from any other source. If you are denied your Dexterity bonus to AC, you are also denied this DR.

Dark Archive

Other class abilities have this line of text.

][b wrote:
Bleeding Attack* (Ex):[/b] A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.

However the gunslinger does not.

][b wrote:
Bleeding Wound (Ex):[/b] At 11th level, when a gunslinger hits a living creature with a firearm attack, she can spend 1 grit point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the gunslinger’s Dexterity modifier. Alternatively, the gunslinger can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (gunslinger’s choice) instead. Creatures that are immune to sneak attacks are also immune to either type of bleed damage.

Does this mean the gunslingers bleed damage stacks with itself?