Valeros

Edren Ket's page

89 posts. Organized Play character for HunterCyprus84.


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Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

"Bah, if that's the worst this cave can throw at us, we'll be fine." Edren says, blood running from his wounds and an excited, but slightly grimacing, smile on his face.

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

Once more, Edren struggles against the creature's pincers.

Round 3 | Standard - Grapple

Grapple: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22

With Lars help, he breaks free of the creature. Edren, wary of his wounds, backs away from the creature slowly, looking around for his weapon.

Round 3 | Move - 5' Step away from the Ankholgeg

I'm assuming I would have dropped my weapon, since it was a polearm and difficult to grapple, or escape a grapple, with?

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

Edren struggles to break the beasts grip.

Grapple: 1d20 + 6 ⇒ (1) + 6 = 7

The beasts maw is too powerful, though, and Edren's struggles are in vain.

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

I have a quick question about AoO's. Since the creature entered a space threatened by me, 10' away, and then continued moving to within 5' of me, do I get to make an AoO with my glaive and potentially cancel the grapple it performed?

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

Not a problem! Good luck with your class!

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

Please correct me if I am wrong, but I should be able to move through an ally's space as long as I don't end my movement in it, correct?

Edren pushes his way forward to the front of the line, taking care not to trip anyone with his weapon.

Round 1 | Move Action 1 (-2,-A) | Move Action 2 (2, -A)

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

Edren hears Portia's warning, but it doesn't register until the beast apepars. He stares in awe at the size of the creature , his weapon momentarily forgotten. His soldier instincts kick in and he gathers himself quickly, though, settling into a fighting stance.

Initiative: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

Apologies, Valind, for not answering your question the first time!

Before descending, Edren nods at Valind's question. "Yes, we found the bones of what appear to be some humans. Mixed among them were some bones we couldn't recognize, they may be long finger bones."

"The further in we go, the sooner we get to find out if they do, Valind. Personally, I wish I'd brought a better weapon for this. If we do run into more of those creatures, it will help to be able to crush them, instead of dinging our blades on their shells."

Intuition: 1d20 + 6 ⇒ (1) + 6 = 7

Edren listens to Jeannine as she describes the chambers. He strains to hear her when she begins whispering.

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

"I think most of them are human. I'm not sure about these long, thin bones, though. They almost look like fingers, but not from any folk I have seen."

"You hired us to find out what happened to your colleague. I think it's fair to say that going deeper in and searching is what we are here for." Edren checks to make sure his pack is securely fastened and then says, "Lead on, to what is looking like a grand mystery!"

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

"Hmm... no skulls. Think this has anything to do with our mechanical friend back at the camp?" Edren sifts through some of the bones, trying to ascertain what type of folk they may have come from. Having no medical experience beyond the most rudimentary field medicine, Edren has to rely on his intuition.

Intuition: 1d20 + 6 ⇒ (11) + 6 = 17

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

Yeah, your storytelling and world building are excellent! I am really enjoying your style :D

I can't think of anything right now, but if I do, I'll make sure to let you know!

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

Edren sets his glaive near to Derrick's naginata, after which he stretches his back and shoulders. "It's been some time since I've had to dig a latrine, this will be good practice." He picks up a shovel and begins working alongside Derrick.

After a few shovelfuls, Edren sees Derrick attacking the ground with a little too much fervor. He leans over and says, "Derrick, if you turn like this as you come back up, you'll keep from wearing yourself out as quickly. Slowing it down a little helps too, we can't have you hurting yourself now, not with adventure ahead of us!" Edren's eyes are alight with excitement at the prospects of what the expedition may discover.

Derrick, I hope you don't mind that I expounded on your post a little! If so, let me know!

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

I feel like I've been dominating this section. I wanted to give others a chance to post first :)

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

Edren chuckles at Sithundan's comment, "You are indeed, friend. I should have thought of that straightaway! What can you tell us?"

"I don't mean to worry you, Valind, I want to make sure that will not happen to you, or any of us."

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

"I think that's a sound plan. I suppose I should have added this earlier; before we continue, does anyone have a working knowledge of stone or structures? I'd rather we make sure the cave-in doesn't continue once we start digging."

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

"If only Gruingar hadn't run off. I could see that snake of his being highly useful here. I suppose there is nothing to be done about it though. This looks like the only way through."

Edren scratches his head while looking between the room with the rubble strewn about and the small tunnel. "Do we want to crawl through or should we try to make the hole a little bigger? If this is where those spiders came through, I'd rather not get caught trying to crawl through a tunnel that is just their size."

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

"I can either take point with Sithundan or function as a rear guard. I know you came here expecting action, too, Valind, but I feel you may be best off in the middle, unless you disagree. Derrick and Portia, what say you?"

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

I feel a bit dumb... there was a description in the post just prior to mine!

After Sithundan is safely lowered down, Edren re-dons his armor and grabs his glaive. At Sithundan's comment, Edren looks at him oddly and shakes his head, "You are starting to sound as strange as that fellow with the snake was, Sithundan."

He then moves to within about 20 feet of the cave mouth and starts looking around, searching for any signs that small metal legs have passed through here.

Perception: 1d20 + 1 ⇒ (13) + 1 = 14

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

After being lowered down, Edren looks around the ledge the group is standing on.

I have been only partially here the last week or so. Has a description of this area been given? Thanks!

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

"I may not be great at climbing, but I should be able to help lower some of you down. I don't think it's smart for me to go last, though. Is there anything we can secure a rope to, up here?" Edren looks around, searching for a suitable anchoring point.

Perception: 1d20 + 0 ⇒ (20) + 0 = 20
Intuition: 1d20 + 5 ⇒ (19) + 5 = 24

Grand Lodge

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Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

Edren wakes from a slumber only a soldier can manage after a fight. He stretches and looks around the camp. He smiles when he sees that no more problems arose in the night. He gets up and performs a series of morning stretches, taking pains not to disturb his wound from the night before.

When the others wake, he joins them in their planning.

"Portia is right. Whether Bill continues or not is up to him." Turning to look at Bill, Edren says, "You knew what you signed up for coming out here. I'll do what I can to protect you, and the others, while we finish this up." Looking back at the others, "I sure as hell won't be going back now, not until we get something worth the blood we've spilled!"

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

Sounds like a plan to me!

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

OK, Edren is leveled up then. I've noted all of the level up bonuses in a spoiler on my profile. Please let me know if I have missed anything or messed anything up!

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

I am also working on leveling Edren. I am deciding on which feat to take right now!

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

Edren approaches Jeannine and the rest of the group, "Jeannine, we have something for you to see. I can't quite explain it, but it looks like one of these machines had a... well, not so machine-like head on it. Derrick is keeping an eye on it over there," Edren points towards Derrick. He then checks to make sure his armor is securely fastened and says, "I'm going to start patrolling now. Let me know if you need me."

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

Edren looks at the head disgustedly and asks, to no one in particular, "What kind of person would it take to do something like this?

"I don't know about you, Derrick, but I can't get any information from this. I am going to see if any of the others can make anything of this." Edren begins walking back to the rest of the group.

Grand Lodge

1 person marked this as a favorite.
Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

After putting his armor on and making his comment on patrolling, Edren remembers something he saw and looks for Derrick. When he finds him, he strikes up a conversation. "Derrick, I know things were a bit hectic there in the beginning, but was it my imagination that one of those things had a human head? I think we need to look into this a bit more. Valind is poking around at these things, we should have him look at that one."

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

Edren quickly checks to see if anyone else is down. When he finds that no one in their troupe is dead, he breathes a sigh of relief. He makes his way to his bedroll and gathers up his armor. He winces in pain at his small wound, but shrugs it away.

After donning his armor, he approaches the others and says, "I plan on taking watch now, I don't know if we can survive another surprise like that."

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

I am still on board!

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

Edren keeps the momentum going from his last swing as he takes three steps to position himself near the final bug. He brings his polearm down just as Sithundan charges at the automaton.

Round 7 | Move Action - (-g5 -> -h6 -> -h7) | Standard Action - Attack - (-f7)

Attack Roll: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Damage Roll: 2d4 + 4 ⇒ (4, 3) + 4 = 11

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

Round 6 | Move Action - (-h6 -> -g5 -> -f5)| Standard Action - Attack - (-h3)

With the next bug down, Edren rushes toward Bill and Lars. He positions himself near Karl and says, "I'm right behind you, Karl, when you two are done with that one, we need to help Bill." He then takes a swing at the bug threatening Bill and Lars.

Attack Roll: 1d20 + 4 ⇒ (18) + 4 = 22
Damage Roll: 2d4 + 4 ⇒ (3, 3) + 4 = 10

A surge of adrenaline rushes through Edren as he brings his weapon to bear. Seeing Bill on the ground, helpless, fuels his swing as he slams it into the metal creature, another roar emanating from his lungs.

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

Round 5 | 5-Foot Step - (-h10) | Standard Action - Attack - (-f8) (flanking)

Edren steps behind the creature, flanking it opposite from Jeanine. He raises his guisarme for another blow on the wobbling construct. With a roar, he brings it crashing down on the creature's metal shell.

Attack Roll: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Damage Roll: 2d4 + 4 ⇒ (4, 2) + 4 = 10

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

Edren quickly assesses the situation and sees that Jeannine and the others need assistance.

Round 4 | Move Action - move to (-b10) and up to (-g10) | Standard Action - Attack - (-f8)

He swiftly moves up and tries to flank the metal bug focused on Jeannine. Seeing her harried, he attacks, not quite able to get behind the metallic beast. His guisarme whistles through the air as he swings it.

Attack Roll: 1d20 + 4 ⇒ (13) + 4 = 17
Damage Roll: 2d4 + 4 ⇒ (1, 3) + 4 = 8

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

When Edren's guisarme glances off of the creature, he yells, "These creatures, they resist my strikes!"

Round 3 | AoO - orange bug

Edren winces as the machine connects with his side. Before he can disengage the enemy in front of him, he sees another of the creatures move past his left. He swings his weapon out wide in an attempt to stop it.

Attack Roll: 1d20 + 4 ⇒ (4) + 4 = 8
Damage Roll: 2d4 + 4 ⇒ (2, 1) + 4 = 7

Round 3 | Move - 5ft step (-b9) | Attack (-b11)

However, the enemy in front of him is distracting him and Edren's attack goes wide. He steps away from the enemy in front of him, pulling his weapon back in for another strike.

Attack Roll: 1d20 + 4 ⇒ (16) + 4 = 20
Damage Roll: 2d4 + 4 ⇒ (3, 2) + 4 = 9

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

Yes, Edren's current AC is 12.

Round 2 | Attack of Opportunity, Melee attack against Metal Bug, -B12 | Remain at B10

As the machine advances toward him, Edren lashes out with his guisarme.

Attack Roll: 1d20 + 4 ⇒ (16) + 4 = 20
Damage Roll: 2d4 + 4 ⇒ (2, 2) + 4 = 8

AoO for the reach weapon as it closes with Edren.

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

The holidays are always a mess. Don't push yourself too hard to update the thread, I don't presume to speak for the group, but I know I won't blame you!

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

Round 2 | Standard Action, Melee attack against Metal Bug, B12 | Guidance, 54 seconds remaining | Remain at B10

Edren plants his left foot forward of his right and rotates his body, bringing his mighty guisarme to bear from over his right shoulder...

Attack Roll: 1d20 + 4 ⇒ (1) + 4 = 5

Whoo! These little bugs are cursed! I suppose now is a good time to ask another question; do you do anything for critical fumbles?

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

Now is when I admit that I'm not entirely familiar with Pathfinder and say that I did not realize it was considered a full action! I will go ahead and take a double move to B10, one left of where you have Edren now. Thanks for the clarification!

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

I don't see a grid, am I doing something wrong or just missing something obvious? Thanks!

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

Apologies, I came down with something on Friday and wasn't feeling well.

Edren will make a run action to position himself near Derrick. He will move down-left of Derrick. When he reaches Derrick, he manuevers his polearm deftly, striking at the lime-green machine's legs, attempting to knock it the ground.

CMB Trip: 1d20 + 6 ⇒ (13) + 6 = 19

"Derrick, we need to move as a team, there are too many for us to handle alone like this."

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

Is there any favorable terrain here? Possibly a small boulder or anything that might give us some high ground?

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

Initiative: 1d20 + 4 ⇒ (10) + 4 = 14

How strict are you with the armor rule? I was asleep, and presumably was doing so without armor on. Just want to check and see if I need to change my AC for this encounter :D

Edren readies his guisarme and swings it back and forth a few times, stretching his arms. "Make sure to give me some room. I'll try to knock them down and then you should be able to finish them off."

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

Edren rolls out of his bed and makes his way to the others, his weapon at his side. "I don't suppose we know what is going on yet, do we?" After being brought up to speed, Edren nods at the others. "Think we will see any action today?"

Grand Lodge

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Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

Edren's eyes snap open as Gruingar's hand covers his mouth. For a moment his soldier instinct takes over as he grabs Gruingar's arm and starts to twist. Recognition comes into Edren's eyes before he can do any damage, however, and Edren lets go. He gives Gruingar a hard look, and quietly says, "It's probably best for you not to do that... Now, what was that you said? Something about nettle hugs?"

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

"I suppose that leaves you and I, Valind, for last watch. Before we get settled in, I think we need to eat. Portia, do you need any help with getting food?"

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

I do believe we are ready to move on whenever you are, Terquem :D

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

"I am capable of following some tracks, but I am afraid that I don't have the tools to assist in hunting game. I can try to help, but if you think I'll be a hindrance, I will sit this one out."

"This is quite the find, but it matters not, to me, who gets to hang on to it."

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

"They look like bones to me." Edren moves back from the grave, giving Portia and Valind the room they need to work. He watches the two for a few minutes before losing interest. Edren smiles thoughtfully and thinks to himself, "Scouting I can see being useful, but I'm not sure looking at old bones works for me."

"I'll let the others know what you've found." Edren returns to the rest of the group and relays Portia and Valind's findings to them.

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

Edren chuckles at Portia's comment, "Yes, well, during the war, I worked with some of our scouts. They, like you, were definitely the experts, and it was good to learn a valuable skill. I've also learned that a second opinion can go very far!"

"This is an odd little grave." Edren, like Portia, examines the grave without disturbing it further.

Grand Lodge

Human Male Fighter (Polearm Master) 1 HP:9/24, AC:17:12:15, Init:+4, Per:+1, Intuition:+6, Saves:4:2:1, Attack: +6 (guisarme)

Edren confers with Portia on the intended route.

Survival: 1d20 + 5 ⇒ (13) + 5 = 18

"What if we try cutting through this section, here?" Edren points to a location on the crude map.

I'm not sure if it works this way for survival, but I am attempting an Aid Another with this roll.

Race

Init: +7 | AC: 18 / FF AC: 15 / Touch AC: 14 [+4 vs giants] | Fort: +3 / Ref: +12 / Will: +5 [+2 vs illusions, no damage on successful Reflex save] | Speed: 20' |

Classes/Levels

Favored Attack: Light Crossbow +11 ranged / 1d6 piercing damage / 80' range / 19-20 [x2] crit | Spell Save DC: 0 Level - 14; 1st Level - 15; 2nd Level - 16; 3rd Level - 17

Gender

Bardic Performance - Inspire Courage 0/9 used

About Glorbe Goldendew

Aka Glorb Goldendew
World of Greyhawk Character Sheet

Character Name: Glorb Bottleknott Goldendew
Character Race: Rock Gnome
Character Class: Rogue 2 / Bard 9
Alignment: Chaotic Good
Deity: Garl Glittergold

Gender: Male
Age: 45
Height: 3’0”
Weight: 45 lb.
Eyes: Green
Hair: Dark brown

Character Level: 11
EXP Points Gained: 55001
EXP To Next Level: 65000

Known Languages: Common, Gnomish, Dwarvish, Elven

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Strength: 8 (-1)
Dexterity: 16 (+3)
Constitution: 10 (+0)
Intelligence: 15 (+2)
Wisdom: 8 (-1)
Charisma: 18 (+4)

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

Hit Points: 41 + 2 + 1d6 = 43

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

Armor Class: 18 [BASE (10) + ARMOR (4) + DEX (3) + SIZE (1)]

Flatfooted AC: 15
Touch AC: 14
AC Penalty: None
Maximum DEX bonus: +6

Armor Type/Weight: Mithral Chain Shirt [5.0 lb.]

Special Armor Class Notes: +4 dodge bonus against giants (Racial ability); +3 dodge AC bonus when taking a fight defensively action or +6 AC bonus when taking a full defense action (5 ranks in Tumble)

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Total Encumbrance: Light Load

Overall AC Penalty: None
Overall Maximum DEX bonus: No Penalty

Base Movement: 20’/round
Encumbered Move: 20’/round

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Save vs. Fortitude: +3 [BASE (3) + CON (0)]
Save vs. Reflex: +12 [BASE (9) + DEX (3)]
Save vs. Will: +5 [BASE (6) + WIS (-1)]

Special Saving Throw Notes: +2 bonus to saves against illusions (Racial ability); in situations where a Reflex saving throw is allowed for half damage, the PC takes no damage with a successful saving throw when wearing light or no armor (Evasion ability)

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Initiative Modifier: +7 [DEX (3)+ MISC (4)]

Melee Attack Bonus: +7\+2 [BAB (6\1) + STR (-1) + SIZE (1)]

Ranged Attack Bonus: +11\+6 [BAB (6\1) + DEX (3) + SIZE (1)]

Special Combat Notes: Grapple attacks are made at -4 to the attack roll (Penalty for size); sneak Attack damage (+1d6) for melee attacks and ranged attacks under 30' range when opponent is flanked or flatfooted; +1 bonus to attack rolls against kobolds and goblinoids [goblins, hobgoblins and bugbears] (Racial ability); +4 on all initiative checks (Improved Initiative feat)

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Attacks:

Light Crossbow (S) / +11 ranged attack / 1d6 damage / 80’ range / 19-20 [x2] critical / piercing damage
10 standard bolts

Dagger (S) / +11\+6 ranged attack / +6\+1 melee attack / 1d3 -1 damage / 10’ range / 19-20 [x2] critical / piercing damage
Use DEX modifier for attack rolls, a shield in off-hand applies AC penalty to attack rolls

Sap (S) / +7\+2 melee attack / 1d4 -1 subdual damage / [x2] critical / bludgeoning damage
Use DEX modifier for attack rolls, a shield in off-hand applies AC penalty to attack rolls

Total Weapon Weight: 4.0 lb.

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Skills:

Total Skill Points Earned = 106

Skill Name - Skill Total, number of Ranks and/or Racial Modifier

Appraise: = +7 (INT) 4 Ranks
Balance: = +9* (DEX) 4 Ranks +2 [synergy bonus from 5+ ranks in Tumble]
Bluff: = +8 (CHA) 4 Ranks
Climb: = -1* (STR) Untrained
Concentration: = +0 (CON) Untrained
Craft (Alchemy): = +4 (INT) Untrained +2 Racial Modifier
Diplomacy: = +4 (CHA) Untrained
Disable Device: = +11 (INT) 5 Ranks +2 [bonus for Nimble Fingers feat]+2 [Masterwork Thieves’ Tools]
Disguise: = +4 (CHA) Untrained
Escape Artist: = +3* (DEX) Untrained
Forgery: = +2 (INT) Untrained
Gather Information: = +9 (CHA) 5 Ranks
Heal: = -1 (WIS) Untrained
Hide: = +14* (DEX) 7 Ranks +4 Size Modifier
Intimidate: = +6 (CHA) 2 Ranks
Jump: = +1* (STR) Untrained +2 [synergy bonus from 5+ ranks in Tumble]
Knowledge Arcana = +4 (INT) 2 Ranks
Knowledge Dungeoneering = +4 (INT) 2 Ranks
Knowledge History = +4 (INT) 2 Ranks
Knowledge Local = +4 (INT) 2 Ranks
Knowledge Nobility = +4 (INT) 2 Ranks
Knowledge Planes = +4 (INT) 2 Ranks
Listen: = +1 (WIS) Untrained +2 Racial Modifier
Move Silently: = +14* (DEX) 11 Ranks
Open Lock: = +12 (DEX) 5 Ranks +2 [bonus for Nimble Fingers feat]+2 [Masterwork Thieves’ Tools]
Perform (Percussion Instruments): = +5 (CHA) 1 Rank
Perform (Song): = +16 (CHA) 12 Ranks
Perform (Wind Instruments): = +16 (CHA) 12 Ranks
Ride: = +3 (DEX) Untrained
Search: = +10 (INT) 8 Ranks
Sense Motive: = -1 (WIS) Untrained
Sleight of Hand: = +8* (DEX) 5 Ranks
Spot: = -1 (WIS) Untrained
Survival: = -1 (WIS) Untrained
Swim: = -1** (STR) Untrained
Tumble: = +15* (DEX) 12 Ranks
Use Magic Device: = +18 (CHA) 12 Ranks +2 [bonus for Magical Aptitude feat]
Use Rope: = +3 (DEX) Untrained

* Armor Check Penalty Applies
** Double Armor Check Penalty Applies

Feats:

Improved Initiative: Gain a +4 bonus on initiative checks.

Nimble Fingers: Gain a +2 bonus on all Disable Device checks and Open Lock checks.

Magical Aptitude: Get a +2 bonus on all Spellcraft checks and use Magic Device checks.

Subsonics: You can play so softly that opponents do not notice it, yet your allies still gain all the usual benefits from your bardic music. Similarly, you can affect opponents within range with your music, and unless they can see you performing or have some other means of discovering it, they cannot determine the source of the effect.

Bard Spells / Songs:

Known Spells

0 Level: DC 14 Detect Magic, Lullaby, Mage Hand, Message, Open/Close, Read Magic
1st Level: DC 15 Charm Person, Comprehend Language, Hypnotism, Lesser Confusion
2nd Level: DC 16 Alter Self, Detect Thoughts, Invisibility
3rd Level: DC 17 Deep Slumber, Good Hope, Harmonic Chorus, Haste

Spells per day:

0 Level Spells: 3x per day
1st Level Spells: 3x per day + 1 bonus spell (CHA)
2nd Level Spells: 3x per day + 1 bonus spell (CHA)
3rd Level Spells: 2x per day + 1 bonus spell (CHA)

Songs per day:

Inspire Courage +2, Inspire Competence, Countersong, Fascinate (with Suggestion), Inspire Greatness - 9x per day

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Equipment & Gear:

Entertainer’s Outfit [0.0 lb.]

Magical Wand of Magic Missiles (9 charges, Spell Trigger Activation, 7th Level Caster [4 Missiles per charge]) [0.5 lb.] - tucked into belt

Magical Wand of Acid Arrow (24 charges, Spell Trigger Activation, 3rd level caster) [0.5 lb.]

Magical Wand of Cure Light Wounds (50 charges; CL 1; 1d8+1 HP; Spell Trigger Activation, 1st level caster) - tucked into belt

Magical Necklace of Fireballs (2x 2d6 globes - globes can be hurled up to 70’ - Reflex Save vs. DC 14 halves damage) [0.0 lb.] - worn around neck

Beltpouch [0.25 lb.] holds:
Flint and steel [0.0 lb.]
Magnifying glass [0.25 lb.]
Small flute [0.25 lb.]
Juggling balls [0.25 lb.]

Magical Heward’s Handy Haversack [5.0 lb.] (everything in pack is weightless - requires a move action to retrieve any stored item, but does not provoke an AoO)

==Main Pouch [80 pound capacity]
Hand drum [0.75 lb.]
4 Days of Rations [1.0 lb.]
1 Waterskin [1.0 lb.]
Leather-bound book [2.0 lb.]
Ink [0.0 lb.]
Inkpen [0.0 lb.]
Merchant’s scale [1.0 lb.]
Magical Bag of Tricks (Rust) [0.25 lb.]
Magical Rope of Climbing [3.0 lb.]
Magical Scroll of Expeditious Retreat
Magical Scroll of Dimension Door
Magical Scroll of Wish
Old bottle containing remains of rare and ancient perfume [0.0 lb.]
Ownership papers for the Crown of Fire Inn in Dyvers [0.0 lb.]

==Side Pouch #1 [20 pound capacity]
Strongbox (w/ padded interior and secure pockets that hold maximum of 20 potions safely) [2.0 lb.] holds:
_3 Magical Potions of Lesser Restoration [0.0 lb.]
_2 Magical Potions of Cure Light Wounds [0.0 lb.]
_Magical Potions of Cure Moderate Wounds [0.0 lb.]
_Magical Potion of Jump [0.0 lb.]
_Magical Potion of Mage Armor [0.0 lb.]
_Magical Potion of Protection from Evil [0.0 lb.]
_Magical Potion of Remove Fear [0.0 lb.]
_Magical Potion of Shield of Faith [0.0 lb.]
_2 Vials of Antitoxin [0.0 lb.]
_Vial of Holy Water [0.0 lb.]

==Side Pouch #2 [20 pound capacity]
Masterwork Thieves’ Tools [2.0 lb.] carried on belt (+2 circumstance bonus on Open Locks and Disable Device checks)
Magical Pipes of Pain (Successful DC 15 Perform [wind instruments] check causes all within 30’ to make a DC 14 Well save or be Fascinated by the sound - when the music stops, the slightest noise causes 1d4 damage per round for 2d4 rounds, and thereafter the least noise causes those affected to be shaken [as though by a Bestow Curse spell]) [3.0 lb.]
Magical Flute of Mage Hand (Cast Mage Hand 1x/day on a successful DC 15 Perform [wind instruments] check, as 1st level caster) [0.5 lb.]
Magical Flute of Calming (Cast Calm Emotions 1x/day on a successful DC 15 Perform [wind instruments] check, as 3rd level caster) [0.5 lb.]
Coins [3.0 lb.]

Equipment Weight: 8.0 lb.

Total Weight Carried / Encumbrance Load: 17.0 lb. / Light Load [Max = 19 lb.]

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Money: 40pp, 50gp, 35sp, 22cp; small bag of precious gems (3,000gp value)

Glorb’s Mount: Golden Stallion:

Pony
Medium Animal
Hit Dice: 2d8+2
Hit Points: 18
Initiative: +1
Speed: 40’
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Hoof -3 melee (1d3*)
Full Attack: 2 hooves -3 melee (1d3*)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: --
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +4, Will +0
Abilities: Str 13, Dex 13, Con 12, Int 2, Wis 11, Cha 4
Skills: Listen +5; Spot +5
Feats: Endurance
Carrying Capacity: Light Load is up to 75 lb., Medium Load is 76 150 lb., Heavy Load is 151 225 lb., Drag up to 1,125 lb.

Pony’s AC Penalty: None
Pony’s Maximum DEX bonus: No Penalty
Pony’s Encumbered Move: 40’/round

Glorb’s pony carries the following gear:

Bit and bridle [0.5 lb.]
Riding Saddle [12.5 lb.]

Total Weight Carried / Encumbrance Load: 13.0 lb. This is a Light Load [Max = 75 lb.] when Glorb is not mounted, the pony carries 75.0 lb. a Light Load [Max = 75 lb.] when Glorb is mounted and in full gear

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Character History:

Managing an inn can be fun at first, but it quickly becomes just another job; adding up the day's take and comparing it to the workers' wages, the cost of food and drink wholesale, city taxes, etc... Having to settle squabbles between the cook and the brewer, putting up with the weekly and daily complaints of the barmaids, the barman's surly manner... And when a barfight breaks out, or someone starts dancing on tables, instead of joining in, all one can think is, "Hey! Those plates cost two silver apiece, dammit!"

A vacation is needed. A sea voyage seems like just the thing, really. A wayfaring merchant out of Dyvers promotes a trip; exotic locations, a tour of fascinating ports, a chance for Glorb to sample wines and foods of many other cultures; that's right, it's a business expense! Perhaps they'll even see... pirates!

No pirates. Only a thick and heavy fog out of Irongate and a hard easterly wind that blows them miles off course. The ship springs a leak. Rather than risk the ship going down with all hands, the captain makes for a small island and drops off his paying passengers, including Glorb, at the small sleepy village there. There's not much to do, but it's warm and there is a tavern and great fishing. The ship remains in the bay as the crew try to restore it to seaworthy conditions.

Until the morning when the passengers look out to the bay and find the ship no longer there. Sunk in the night, suddenly, with all hands? Perhaps the damaged hull could not hold any longer; perhaps someone fell asleep at the pumps? Or perhaps the ship... sailed off without them? Hard to say.

The locals are sympathetic. There are hidden reefs out there, they say, and the ship might have run into one. Or perhaps a current carried them off. Passage off the island? Of course! But you must wait until the mistral wind comes up. Without it, passage east is too hard for our little boats. Soon the wind will turn and we will take you back to the big land; a week, two weeks at most. Until then, you are our guests! Rest, relax, enjoy the hospitality of our little island.

The other passengers seem somewhat molified, and even rather warm to the island. All are offered lodgings in the homes of the locals, as being more friendly and comfortable than the inn. A middle-aged man strikes up an aquaintance with a lady and soon has gone off to live with her on the other side of the island. A married couple and their son have gone off on a fishing tour with a charming local gentleman. A surly dwarven metalsmith from Irongate is taken in by a motherly old widow who bakes him delicious pies.

Glorb's hosts are a man and woman with a large family of children; the children seem fascinated by Glorb. Wild and feral as young leopards, they run fearlessly along the cliffside where their small cottage is built, and dive from great heights into the water, and try to get Glorb to join in their games and treat him as another child; sometimes a bit cruel, but with laughter rather than hate of his race. Glorb may suspect there is a touch of sea in these people; merfolk, perhaps, or sea-elves; for the children swim as easily as frogs and have a touch of webbing between their fingers. A query to their parents brings only a secret smile and a touch of a finger to lips; it is not something they talk about.

They warn him away from the ruins atop the highest point of the island, however; there are ghosts there, and danger, and a ruined tower! At times, from his bedroom window at night, Glorb can look up at it and see a dim light shining here and there in the rocks, and perhaps he means to go up there sometime soon with his adventuring gear!

And so he does.

In daylight he finds the dusty path that must lead up to the hilltop; now little more than a goat-trail with the brushpalms. He follows it a ways, though the late afternoon sun is hot and the path is steep, and he stops as he nears the summit to take a drink from a waterskin. As he stops to rest, a sound catches his keen ears. It sounds like a scream.

Up the path, the way hed been going, something is now coming towards him. A young man, sword in hand and buckler on the other arm, is running pell-mell down the steep slope, giving an occasional yelp but mainly using all his efforts on running as quickly as possible.

And well he might, for in slow ponderous pursuit of the human is some kind of large leafy creature, a tumbleweed tangle of vines and leaves that rolls after him, picking up increasing speed on the slope. It appears to be smouldering slightly.

Chasing after the plant is a smaller figure, brandishing a spear; a gnome or a halfling, though its hard to be sure at this distance. The leading human is about 150 ft away from Glorbs position. The terrain is rocky and uneven, the only other plants are bushes and scrub about five feet high at most.


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