Dr Davaulus

Doc Ginley's page

97 posts. Alias of Cymric.


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Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

Gm, feel free to NPC Doc for the rest of this adventure


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

I would like to start with an apology for my absence, you all work hard at creating this amazing game with wonderfull characters. You deserve praise for helping create such a beautiful gaming experience. It was unfair of me to be silent for so long. I have recently been given the opportunity to work for a great local company beyond my current professional qualifications, the expectations of my new employer are high and I aim to meet them. This opportunity is too great to squander. A lot of my personnal time has been funneled into bettering myself and learning the skills I now need in order to keep and prosper in this employ. I will do my best to finish this quest with you all but I believe I will have to retire from this group afterward, at least for a year. Thank you all for making this online experience so rewarding.


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

We still dont know how many there are. I think we should try talking first. Kobolds always have a plan, i dont want to step into a trap


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

perception on door: 1d20 + 6 ⇒ (20) + 6 = 26

I know draconic, its a bit rusty and my pronunciation has often been ridiculed but I:-)thnk I can make out what they are saying.

Doc draws out his knife wich he gently sinks into the wood of the door before putting his ear to the hilt to listen.


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

i was thinking of taking enhance potion discovery. Not a very powerfull discovery but an interesting one, besides since its a freebie taking something that was unplanned is fun. I dont see Doc learning something bomb related form Hoffie but potion, why not.
Enhance potion it is, eternal potion at lvl 16 here i come.


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

Remeber that Doc tends to only prepare extracts when he needs them, most of the time his solutions are inert and non magically glowy


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

heal check: 1d20 + 6 ⇒ (13) + 6 = 19
Oh I can assure you he is quite dead, if the weight of the wagon hasnt crushed his ribcage into splinters that would cause internal bleed out then the weight of it would be enough to compromise the breathing until suffocation. Lift the cart, hum, gingerly.

Walking to the dead man, Doc kneels next to him and starts looking him over thoroughly. Going through the autopsy seems ti settle his frazzled nerves. Occupying his mind with the cold facts of medicines, Doc feels in his element once again.

Bring the light please, the lantern, a steady light source is better. I see.... This was clearly no mining incident. Judging by decomposition.... between 10 days to 3 weeks, i would venture about 2 but thats uncertain.

Doc pushes a finger into an entry wounds, it makes a squelching noise.

There's a foreign object, i'll try to get it out

Unrolling his surgical kit next to him, Ginley picks out a scalpel and a pair of plyers and proceeds to cut the wound open a bit more. After a short moment he pulls out a broken shaft topped with a sharp piece of metal.

Judging by the shape of the arrowhead, this appears to be a crossbow bolt. This confirms that they were attacked. Judging by the trap we found, i expect that the assailants are here in these tunnels waiting for us. The thunderstone would warn them of anyone disturbing the body. I should mention, this man was sick. See those lesions here, and the discoloration there, and here the arm pits, the nodes are swollen. This man definitely suffered from this plague.

What size are the crossbow bolts?


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

perception: 1d20 + 6 ⇒ (19) + 6 = 25

It was fine to talk about helping the people ofDuvik's pass but now that he was standing there, in front of the mine opening like the mouth of an ancient and overwhelmingly big monster, it was a different thing altogether. The darkness inside the tunnel seeming to pulsate and grow, as if it wanted to escape the tunnel and claim the outside world as well. Sweat starts to bead all over the apothecary's arm and neck.

Oh gods| he mumbles to himself a couple of times.

Okay, hum yes. Inside, i am sure that we can find a, erm, source to the disease. So if we go in there.... together. And we, uh, stay together.... we'll be fine?

Doc tries to take at least a little of bit of comfort in the ease the others are showing, he repeats Silas`s words as he recites the prayer, such a brave man Brother Silas, no hesitation in that voice, just clear minded calm and focused, like Doc would like to be.


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

cool. So I know I havent been posting enough lately. I started a new job and i have to develop new routines and find time for my online gaming. I apologise in advance for the inconvenience. On a different note, oh boy another discovery. Gotta hit the books and find somethung that fits now


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

After the spider attack:

Doc keeps running to the scene even after he sees the spider being turned into jelly. He reaches the guard a little winded but coherent enough to ask him to take a seat while he checks his wounds for poison and gravity.

heal: 1d20 + 6 ⇒ (13) + 6 = 19

Administering first aid, he then request the guard to be patient for a moment while he prepares something that will help him heal. He then prepares a cure light wounds extracts that he infuses with his aura and gives it to the guard

Extract heals for: 1d8 + 2 ⇒ (3) + 2 = 5

Seeing the extract at work, Doc is ecstasic, he is in a great mood for the rest of the day. His theory totally worked.

Probability of being hit by burning embers: 1d100 ⇒ 94

Standing well clear from the blast, Doc sees that while there may be a few burns to treat, nobody's life is in clear danger. He starts looking at the wagons, making sure none of the tarps (or anything else for that matter) catch on fire.

perception: 1d20 + 6 ⇒ (20) + 6 = 26


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

Round 1

Doc keeps running until he is about 20 feet from the spider


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

Fighting nausea brought upon by the movement of the cart, the sight of the monstrous spider chills his heat with fear. Cold sweat covers his body while a scream gets stuck in his throat. Adrenaline kicks in a second later and he vaults from the cart and runs toward the spider some distance behind Hugo.


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

I think we all know Doc has a penchant for alcohol. Namely the strong "forget your name" kind of alcohol.

I feel your pain Bluedove, had to retype my txt 3 times on my piece of **** desktop here


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

fort save: 1d20 + 3 ⇒ (2) + 3 = 5

Traveling with Hoffie is a blessing to Ginley, all this talk of distilling and vapors and condensation fills his minf with new theories. On such that he could potentialy vaporize his own aura to cloud over his extracts creating an infusion that could be drank by potentially anyone. He takes a lot of notes whenever the road allows and otherwise talks excitedly with the brewer.

After supper has been had, he goes to see Hoffie and, during chores, cajoles him into letting him have a taste of his favorite concoction. When the drinking really starts it takes little time for the apothecary to be flushed in the face, he starts laughing a sort of goofy, hiccuped and contagious laugh Hyuk Hyuk Hyuk. He listens to the stories of Silas and others and before long tells some himself that should probably have remained confidential.

So Clement, you know Clement right? Sandy hair, brown eyes, smells a bit like pickled eggs. Hyuk hyuk yeah, so Clement he comes to the shop the other day,hyuk hyuk and he looks at me dead serious and he points down and says "There's an itch" hyuk hyuk hyuk so I say to show me and I look to his crotch right and he says "No Doc, not me pecker, me foot!"hyuk hyuk hyuk. SO he pulls his boot off hyuk hyuk Whoo and there, oh my, the worst case of foot fungus i've ever seen. I mean not just the foot, the bloody thing was all the way to the knee Hihihi.

perform song: 1d20 + 1 ⇒ (15) + 1 = 16

After Silas finishes his song, Doc gets up onto his seat and proclaims loudly that He too has a song to be sung. His voice is untrained but years of singing lullabies have paid off. His gentle baritone drifts into the night quite unexpectedly.

Here! Here!. I have a song to be sung as well.


All night, all night
I've thought of you, I always do
At times I have failed to size
You know I miss making love to you, you
I always do, while I'm away from you
I miss your warm hips
I miss your soft kiss
And what your green eyes do when I'm touching you
So please, don't forget me
I would wish for you but you won't come true
While I'm away from you
Every night I turn out the light
And I dream of you babe, I always do
Hold tight, you have to enjoy life
As long as you're what I'm coming home to the skies are blue
While I'm away from you
While I'm away
While I'm away
While I'm away from you

After he finishes his song he says something about needing to tame a snake and disapears into the underbrush. On his way back a root ambushes him and he falls flat on his face and proceed to remain motionless for the rest of the night as he passes out right then and there.


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

After first meeting

As much as I would appreciate meeting my host, our mission might be bereft with danger. I have to spend this night close to my family

Before leaving he inquires wether or not he can bring extra luggae, namely water barrels.

Meeting Hoffie

Doc is no stranger to strong and bad smells, he immediately recognises the fermentation for what it is.

Hello, Hi. yes, *ahem* i am Doc Ginley, i am the apothecary back in town. I couldnt help but notice, you are brewing some beer here. What is it? Ale, stout, pilsner? Hum? I use to brew some a little bit before the kids came along. Nothing too great but always fun to do right. Oh what is that, is that malt liquor?


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

Yes, like Abi said. We can help, offer favors or even pay a nominal fee. Travelling in a large group would make our journey safer


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

I wont be able to post anything more until sunday evening. Going camping for a few days


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

I dont think a day or two will change anything. The tinkers could work but... arent you worried they might steal from us?


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

the characters look like 32 bits video game sprites. very cool


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

my vote:-)goes to either full ownership or the tinkers, bohemian, whathaveyous


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

No i can handle this with whoever will be involved over there, likely their clergy. I have reason to believe that this disease spreads through water. After all, me and my wife show no signs and we've been exposed for some time already. They said that the crops and livestock where getting sick as well. This could very well be a toxin, a slow working poison. That is why I plan on bringing so much water. Several barrels if we can, we can wean off the settlement off their water source. Of course i could be wrong.If it is spread through the air, we can try wet rags over our faces, it might protect us.


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

A few weeks ago

It occurs to Doc that his new found penchant for getting in trouble could lead to injury without the proper recourse. At his wife's insistance he decides to go to Hugo's smithy to make a special order.

Hugo! How have you been? Did you follow my instructions, light work, avoid the heat. Remember, because you hit your head. Well thats okay, anyway. I came here to ask a favor. Charity says that if I am going to keep heading into the lion's den I should at least try to protect myself. And shes right, of course shes right. So i would like to place an order for a mail armor. Nothing too heavy, im not going to war or anything, you know something that could stop a sword blow or at least cushion it somewhat. Like what you made for Abigail.

Now

At Tomids offering of a drink, Doc orders a brandy. It's a drink he rarely orders, reserving it for momentous occasions or grave news and events.

Well Grizelda, I dont know much about the plague. But me and my wife seem fine and we've been exposed for a while now. I think it might be in the air or the water over there. If we bring plenty of water we will be fine. There are ways we can try to protect ourselves from airborne toxins. The easiest one being a wet rag over your mouth and nose.

Doc thanks Jerry for the generous offer.

I have another suggestion, two horses and a cart. We'll have plenty of room for our things and wont risk being thrown off. I dont know about the rest of you but I am no equestrian. Horses are for knights and messengers, i am an apothecary.

Same thing here, 10 days of ration. If we get a cart or wagon, a barrel of water as well


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

I left it intentionally vague so people could get a few things done in town if they need.


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

coming home:

Doc's arrival at his home was not what he expected. The store usually open in those hours had a "closed until further notice" sign pinned to the front door. This was highly unusual. The sign would normally read "Back in an hour" if the Ginley's were out for an errand. Unlocking the door and locking it back after coming in, Doc first called after his wife.

Charity!

This led to his eldest son excitedly running to the stairs while the woman he recongnises as his wife's good friend Zerinya, a varisian seamstress, was struggling to catch up to him.

Daddy, you're back! He exclaimed joyously.

Meanwhile a concerned Doc simply went up the stairs to Zerinya to ask her whats going on. When his son demands to be picked up, he simply brushes his head affectionately, a gesture not wholly appreciated by his son.

What is going on? Where's Charity?

She's downstairs in the lab, she didnt want them near the children. She says it could be contagious.

Who? Contagious? Okay. Can you stay a little longer. I'll talk to her.


Meeting the Duvikeners:

Heading down the stairs, he is greeted by the smell of occupatancy. Whoever is here, they have not partaken in a bath in at least a week. He hears some coughing and some soft spoken voice before reaching the bottom of the stairs. His wife has them all lied down on some thin cots on the ground. Their youngest child who couldnt be older then 6 is drenched in sweat and coughing.

Honey, whats going on?. Who are they, where are they from?

At first she has nothing to say, they remain quiet about where they come from and what affected them. Doc started medical treatment right away but the fight is harder without having any details. To fight the fever, he sends his wife to fetch ice at the market

Heal: 1d20 + 6 ⇒ (9) + 6 = 15

Days pass and the condition of their son improves but little, its all the chemist can do to keep death at bay. Meanwhile Charity keeps talking to the parents, getting to know them and building bonds of trust until they open up to her.

Charity does her best to explain the situation to her husband. They come from a mining town called Duvik's pass not too far from here. Their entire village being affected by an epidemic after the discovery of a new silver vein wich led to a small boom in their town. She tells him how odd the plague seems, how fast it spread and how it affects not only the people but their livestock and crops too. She tells him how Duvik's pass needs Heroes right now.

Doc Ginley has no choice, he must recruit the help of the "Happy cow bunch"...


I need the gang:

Getting to the tavern, Doc goes to the only one he knows can gather their group together the fastest. He goes straight to the bar to Tomid.

Hi Tomid. How have you been? Do you know what the others have been up to

Its ovious to the barkeeper that the alchemist is a little anxious, he lays the whole story down to the hafling and follows it up by this.

We have to go to Duvik's pass. They need our help. We have to find the source or i'll never be able to come up with a cure


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

Is it possible that I might have "accidentaly" sent Silas into a den of ill repute. hehehehe :-)


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

good to go when you are ready


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

Walking back

On the treck back from the meeting with the feys, Doc finds himself to be last in file. He sees Zinny and Hugo walking huddled together and can hear Hugos voice, a quiet rumble that he cant quite make out. Not understanding that she is helping him walk after his head trauma, he smiles at the burgeoning relationship he thinks he is witnessing.

He's not surprised to see those two finally finding each other. Truth be told, most people in Daggermark seem to think they would end up together, a natural pairing really. Zinny's mother would no doubt have a fit, but maybe she could be talked into accepting the relationship. Not by Doc of course but Silas has a way with words. Mr Ginley takes it into his heart that he wants to help those two. He also makes a mental note to start preparing moon tea mixtures for Zinny, contraception is important afer all, a child too early in a relationship can be disastrous.

Arriving at the mansion, Doc asks Silas aside for a conversation.

Have you noticed our lovebirds? I cant say I am surprised by this. I think they make a rather charming couple, like they belong together. Strange that thos two would be born so close together, will of the gods i imagine. I dont know if you know Zinny's mother, she's the matron at the brothel, but she is a rather... strict woman. She'll give Zinny a hard time over this, i am sure of it. Maybe you could talk to her, smooth it over. Help them, so to speak, for love.

It's not until the evening dinner that Doc actually see Hugo's face for the first time since its abrupt meeting with a tree.

Good gods Hugo! What happened to your head? you have a bump the size of an egg on your forehead. Why did you not tell me anuything? Are you... how are you feeling boy? Do you know... where you are? I'll have to take a closer look at this after dinner

heal: 1d20 + 5 ⇒ (11) + 5 = 16

After supper, Doc takes a look at Hugo's head. He realises Hugo got himself a good concussion and recomands only light activity for the next few day, to avoid the sun and heat, and to take frequent breaks.

As for his bottle of wine, Ginley decides to keep it, prefering to buy a bottle of brandy for the feys. After all, they requested spirits. He also leaves it in the shade


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

I double checked the infusion (because HeroLab is sometimes wrong) but there are no lvl restriction on Infusion. When in doubt http://www.d20pfsrd.com/home


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

New discovery will be Infusion (yay for clw potions), new formulae is blend. And I invested my free stat point in constitution. All this trecking is renewing Doc's vigor. I have also decided to start spltting skill points between survival and sneak (the idea at character creation was that he used to sneak into the basement). I figure, all this time in the woods, I've got to be starting to pick up a little of knowledge on this


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

nope, not lucky. oh well could have been worst


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

hope im lucky

1d8 ⇒ 4


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

will save: 1d20 + 1 ⇒ (18) + 1 = 19

Yes Silas, it seems the fairies are holding a grudge.... I am not sure they'll help repair the wall after all, or play with the goblins somewhere else.


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

No no... Its not swelling. For a moment i was wondering if I was still drunk from last night.

He turns to speak quietly to Silas

I thought there might be fairies before I found out about the goblins. I've never been so disappointed to be right. If Abi cant convince them, there will be nothing we can do. Any ideas?


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

Oh bother. No time for this then.

upending the unfinished mixture and shaking the vial empty, the shopkeeper starts running to keep up.

1d20 + 4 ⇒ (16) + 4 = 20

While running, instead of trying to avoid the light, he tries to catch it in the empty vial if opportunity arises.


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

Oh, that little bugger. Well, no worries. It should be inert... I hope. He probably wont know how to arm it, is what I am saying. Unless the formula gets mixed its perfectly stable... for an explosive. But I do prepare my vials to make the mixing as simple as possible...

Looking at Silas's blanching face.

We're fine, fine I say. I'll catch up

Doc puts his bag down, reaches in his bandolier for a base mix and from his component pouches, starts drawing out ingredients wich he mixes in there.

That being said, Doc starts preparing a Shield extract. It will take him a minute but he can stop at any time without wasting the extract. I am knocking off one daily bomb. Doc would probably not prepare extras for the day. 4/5


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

Doc seems surly in the morning. Unlike Silas, his head is a pounding menace, his stomach is upside down and his appetite is shot. He eats lightly and tries to rehydrate. He knows a perfect recipe for hangover, however it is currently far away, on a shelf, in his shop.

This trip will be longer then he expected and he worries about worrying his family. Before setting off he inquires if anybody at the vineyard will be going to Daggermark today, hoping to pass a message.

perception: 1d20 + 5 ⇒ (5) + 5 = 10
Survival: 1d20 + 1 ⇒ (10) + 1 = 11

The sun is unbecomingly harsh to his eyes in the morning, combined with the headache and an unnatural amount of sweating due to his alcool intake the night before, the poor apothecary is useless to all.


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

I for one agree with Zinny. The goblins might only want to save their rock but their very presence is a danger to everyone working here. They need to go. And I have no idea how we'll make that happen. Silas, your plan has some good parts to it, but i have no idea how you plan on pulling off a trap this big. Maybe we can convince whoever is behind those lights to move that stone far away from here.


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

perception: 1d20 + 5 ⇒ (7) + 5 = 12

Silas... oh heavens forbid. What is going on over there?

The alchemist puts a quarrel in his crossbow. His hands are visibly shaking. It takes an effort but after a few seconds he forces them to be still.

I am sure that had they found Tomid, we would have heard something. We should wait a moment more.


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

Doc Ginley clears his throat a little bit, feeling a bit woozy from the dinner.

I shouldnt have had that 6th cup

What Grizzelda said might have giving, given?. Gave me an idea. How about we try to scare the goblins off. She can make Hugo big, he makes a lot of noise and tries to pass of as a giant or an ogre or some such, we do that a couple of night in a row, they'll think Burrbarr hired a giant to gard his field. They wont dare to come back

He looks at the others, his eyes a little unfocused. Its a good thing they dont have to head out right this moment.


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

Doc nods amiably to the field hand.

Me? no i'm not an adventurer. I just fix them up with stitches if they get in any trouble. Well I suppose sometimes I help. I mix chemicals together to creat unstable solutions that I then throw at our ennemies. Its quite boring and technical actually.

Well Zinny, hopefully we'll get the jump on him before he can get a spell off. And then maybe we have a chance. But i dare say if we can go toe to toe with a lizardmen war party, those goblins wont stand a chance


Horse has more hp, noted

While i know that the patient optimist trait is usually reserved for followers of Desna and Erastil, could I still take it as a follower of Aroden?

If not, i would take accelerated drinker, i can see a way of tying that one to his training as a rider


Wow that horse is going to die under me.

Gearwise i have fitted the character with Masterworks longsword, shield and breastplate. Pending approval of course


okay, hit points roll for the cavalier

1d10 ⇒ 5
1d10 ⇒ 9

and the mount

1d8 ⇒ 3
1d8 ⇒ 3

This is assuming the first lvl is Max.

Copy that, will not be from order of the Lion since that would obligate me to go against the PCs


Presenting Segregius Balatarius. A chelaxian cavalier of the sword and follower of Aroden.

statblock:

Segregius
Male Human (Chelaxian) Cavalier (Beast Rider) 2 Fighter (Dragoon) 1
LN Medium Humanoid (human)
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 20, touch 12, flat-footed 18 (+6 armor, +2 shield, +2 Dex)
hp 19 (3d10+9)
Fort +8, Ref +2, Will +4
--------------------
Offense
--------------------
Speed 20 ft.
Melee Heavy Shield Bash +7 (1d4+4/x2) and
. . Lance +7 (1d8+6/x3) and
. . Masterwork Longsword +8 (1d8+4/19-20/x2)
Special Attacks sword's challenge +2 (1/day)
--------------------
Statistics
--------------------
Str 19, Dex 15, Con 16, Int 10, Wis 12, Cha 13
Base Atk +3; CMB +7; CMD 19
Feats Mounted Combat (1/round), Power Attack -1/+2, Ride-by Attack, Shake It Off, Skill Focus (Ride)
Traits Charming, Indomitable Faith
Skills Acrobatics -2 (-6 jump), Bluff +1 (+2 vs. characters who could be attracted to you), Climb +0, Diplomacy +7 (+8 vs. characters who could be attracted to you), Escape Artist -2, Fly -2, Handle Animal +6, Intimidate +6, Knowledge (nobility) +4, Knowledge (religion) +4, Ride +7, Sense Motive +7 (+8 when opposing a Bluff check), Stealth -2, Swim +0; Racial Modifiers +4 ride while riding your bonded mount., sword's skills
Languages Common
SQ animal companion link, orders (order of the sword), tactician (shake it off) 4 rds (1/day)
Other Gear Masterwork Breastplate, Masterwork Heavy steel shield, Lance, Masterwork Longsword, Backpack (15 @ 17 lbs), Bandolier (empty), Banner, complex, Belt pouch (empty), Flint and steel, Holy symbol, wooden (Aroden), Holy symbol, wooden (Aroden), Holy symbol, wooden (Aroden), Journal, Mess kit, Scrivener's kit, Tabard, Torch (5), Trail rations (5), Waterskin, 1 GP, 9 SP, 8 CP
--------------------
Special Abilities
--------------------
+4 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -4 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Ride-by Attack You can move - attack - move when charging mounted.
Shake It Off Gain +1 to all saving throws per adjacent ally
Sword's Challenge +2 (1/day) (Ex) +2 to damage target, -2 AC vs. others when used, +1 to hit while riding your mount.
Sword's Skills +1 (Ex) +1 to Sense Motive opposing Bluff.
Tactician (Shake It Off) 4 rds (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30'.
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Backstory:

The son of an affluent man and noble of Cheliax, Segregius never lacked for anything whilst growing up. Had he wanted a horse, his father would supply it. When he decided to learn the arts of warfare, his father hired a grizzled veteran sergeant who taught him how to fight and how to use tactics, And when he decided to leave under pretense of adventuring, he was given all that he could possibly need, New armor crafted to his measurement, a sword crafted by a warsmith and even barding for his horse. That was the day he left of the Milani convent.

Segregius will always remember the day his father first took him to a public execution. He was nine years old. Street vendors were selling roasted walnuts and meats on sticks' others were selling rotten vegetables to throw at the shackled man before his execution. There was of course a Diabolist present preaching and explaining how it was right to punish the wicked and that mercy was a crack in the foundation of honor. Needless to say that the boy was impressed. And when the blade fell and the head rolled away, he felt his fathers hand on his shoulder and heard hom say with pride. "You see that son, now that! That is justice."

It wasnt until his teenage years that he discovered a different way to look at the world. It was in the form of an errant priest of Aroden, the last Azlanti, that this discovery took place. Staying on his father's lands for the summer, the priest would watch the young noble practice his swordplay. He started his conversion of the young man by telling him more about the history of the longsword. Weapon of Aroden and conqueror of so many lands. After many talks, Segregius' view of Asmodeus and the other cults so often worshiped in Cheliax soured. This inspired the young man to better ideals, he tried to become a paladin.

Thinking to pledge his sword to a worthy cause. He went to the temple of Milani and, after many months of platitude and training, it became obvious that while his intents where right, Segregius lacked one of the most important quality required of a paladin. Segregius has no mercy. He barely understands the concept of it and refuses to accept that such a quality could make a man better. Couple that with his tendency to sneak into the women dorminatory and general carousing and debauchery kept him from ever truly hearing the voice of Milani.

And so the boy sought another way to work for the good of the fellow man and found an order of knights whose codes and valued meshed well with his own. Taking his oaths, he travelled and fought with them for a few years but now feels ready to depart from that group and join a group af adventurers. the young warrior is now seeking to join with a group of good men and women, so that his might be used for the good of all.

Description:

Tall, fit and healthy with long flowing black hair, brilliant blue eyes and the perfect stubble, Segregius has alway been popular with the members of the fairer sex. He is usually seen fully armored in a burnished breastplate covered by a religious tabard depicting the symbol of Aroden as well as his favored prayer written on the back. At his neck hangs a wooden holy symbol of Aroden, another hangs from the pommel of his sword and third still has been afixed to his shield. And yet Segregius speaks but little of his faith. When ready for battle, he covers his head in a visored helmet with black and red plumes on the crest. This pattern of color repeats itself in his daily acoutrement wich adds an air of power to the man

And his horse Priest

Priest:

Priest
Horse
N Large Animal
Init +1; Senses low-light vision, scent; Perception +5
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Defense
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AC 17, touch 10, flat-footed 16 (+3 armor, +1 Dex, -1 size, +4 natural)
hp 6 (+6)
Fort +5 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +4, Will +2
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Offense
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Speed 50 ft.
Melee Bite (Horse) +4 (1d4+3/x2) and
. . Hooves x2 (Horse) +4 x2 (1d6+3/x2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +6; CMD 17 (21 vs. Trip)
Feats Athletic, Diehard, Endurance
Tricks Attack [Trick], Combat Riding [Trick], Come [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Heel [Trick]
Skills Acrobatics +0 (+8 jump), Climb +8, Escape Artist +0, Fly -2, Perception +5, Ride +0, Stealth -4, Swim +8 (+12 to resist nonlethal damage from exhaustion)
Languages
SQ combat riding [trick], fetch [trick]
Other Gear Studded leather armor, Bedroll, Bit and bridle, Pot, Riding saddle, Rope, Saddlebags (6 @ 21 lbs), Shaving kit, Soap, Whetstone, You have no money!
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Special Abilities
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Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Fetch [Trick] The animal will get a specific object.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Wow Algar, and to think my Character is equivalent to 35 PB. You're blowing it out of the water here.

PS: For the life of me, I couldnt find the campaign traits, sorry about that.


I have decided tp create a cavalier. I think there are interesting roleplaying opportunities for cavaliers in Cheliax and i was even considering the order of the lion (torn between the oaths of his order and his desire to do no evil, what is a knight to do when his master is unchivalrous kinda thing). However that would imply staying within Cheliax. Is the campaing likely to travel a lot? How do we determine hitpoints on lvl up? Roll twice? Average? Roll once?


This seems interesting, let's roll for stats

4d6 ⇒ (6, 4, 3, 6) = 19
4d6 ⇒ (5, 6, 4, 6) = 21
4d6 ⇒ (5, 1, 5, 2) = 13
4d6 ⇒ (1, 4, 4, 5) = 14
4d6 ⇒ (6, 4, 5, 1) = 16
4d6 ⇒ (3, 4, 2, 2) = 11
4d6 ⇒ (1, 2, 1, 5) = 9
4d6 ⇒ (2, 1, 2, 6) = 11

Great googly moogly
16,17,15,13,12,10

the sky is the limit

I dont know yet what class or race. Im going to go play on hero-lab. Should have something soon


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

sense motive: 1d20 + 1 ⇒ (20) + 1 = 21
spellcraft: 1d20 + 6 ⇒ (8) + 6 = 14

High faluting? You try to help people and thats what you end up being called. Doc tries to disguise a derisive snort by clearing his throat

Lights, music and vines that come alive you say. If I was a betting man I would say there are fairies in your masters vinyard. If only i had been there to hear that music. I might have been able to tell you what exactly was happening. Thank you good sir. Your help will be invaluable.

He turns to Abigail and says

Now I dont know anything about ghosts and I dont know of any spells that would make flora come to life but maybe if we consult Grizelda, she might know more. I'll talk to her over supper. In the meantime let's go gorge ourselves on grapes.


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

Doc watches the others depart to survey the field. He knows having an idea of the lay of the land by day would be usefull but his curiosity as to why the hired hands refuse to leave the bunkhouses at night outweighs that. What could possibly scare people so much that they wont even leave the building. And so he goes to see Croaker first.

Hello sir. Pleasure to meet you. My name is Doc Ginley, most people call me Doc. Now I was wondering if you where part of the people that master Drenn? What do you think is out there? Have you heard strange noises or seen something? Has there been any victims other then the vines. Is there anyone else that would know anything about this whole thing?

diplomacy: 1d20 + 1 ⇒ (13) + 1 = 14


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

To the alchemist this seemed like a perfect day for a stroll at the vinyard. The sun was promising a nice hot day and birds were filling the air with chirpy songs. He had of course brought his gear, even his crossbow but right now he wasnt wearing the leather apron. It was rolled and stuffed in the bag he had brought.

We are here to help. You have a wonderful vinyard Master Drenn, i am sure that Miss Ginley would love come and see it herself sometimes. Do you allow visits? More on the task at hand, how big are the critters damaging your vines?


Doctor Human Alchemist 2 status Hp: 12 AC 16 Touch 12 FF 14 Fort +3 Ref +5 Will +1 Perception +6 Ini +2

I would hate to see John leave our group. Your posts inject in this storyline something special. You bring home the grittiness of this campaign and the story would be a little bit poorer without you. But if you have to quit, then i would understand. Life can get messy sometimes and hopefully there could be a time when you could join us back