NG Male Halfling Psyschic 3 | AC 18 | HP 27/27 | P +6 F +6 R +8 W +8 | Def. Expl.: Search| Hero Points: 1/3 | Active conditions: none | ◆ | ◇ ◈ | ↺ |
GM Tiger wrote:
Yes please
NG Male Halfling Psyschic 3 | AC 18 | HP 27/27 | P +6 F +6 R +8 W +8 | Def. Expl.: Search| Hero Points: 1/3 | Active conditions: none | ◆ | ◇ ◈ | ↺ |
Forced move Athletics: 1d20 - 1 ⇒ (4) - 1 = 3
He then tries to Soothe his wounds, illusory fire licking around them. Soothe: 1d10 + 4 ⇒ (3) + 4 = 7
NG Male Halfling Psyschic 3 | AC 18 | HP 27/27 | P +6 F +6 R +8 W +8 | Def. Expl.: Search| Hero Points: 1/3 | Active conditions: none | ◆ | ◇ ◈ | ↺ |
Eldon tries to swim 10' forwards.Perception: 1d20 - 1 ⇒ (16) - 1 = 15 He then supercools the water as a jet of frost heads towards red. Amped Ray of Frost: 1d20 + 9 ⇒ (3) + 9 = 122d10 ⇒ (5, 9) = 14
NG Male Halfling Psyschic 3 | AC 18 | HP 27/27 | P +6 F +6 R +8 W +8 | Def. Expl.: Search| Hero Points: 1/3 | Active conditions: none | ◆ | ◇ ◈ | ↺ |
Eldon has been uncharacteristically quiet. "I find myself less useful than usual underwater. Nothing will set on fire. He refocuses his mind and energy levels, bringing himself back into equilibrium.
NG Male Halfling Psyschic 3 | AC 18 | HP 27/27 | P +6 F +6 R +8 W +8 | Def. Expl.: Search| Hero Points: 1/3 | Active conditions: none | ◆ | ◇ ◈ | ↺ |
Eldon fires his crossbow at the turtle. Speculative Crossbow: 1d20 + 8 ⇒ (13) + 8 = 211d8 ⇒ 7 He then reloads. And shoots again. Speculative Crossbow: 1d20 + 3 ⇒ (9) + 3 = 121d8 ⇒ 4
NG Male Halfling Psyschic 3 | AC 18 | HP 27/27 | P +6 F +6 R +8 W +8 | Def. Expl.: Search| Hero Points: 1/3 | Active conditions: none | ◆ | ◇ ◈ | ↺ |
"Aaaahhhh!" yelps Eldon as the Dragon Turtle approaches. He quickly ◆ puts his shield in place and ◆ Restores Ysoldt's mind (8 Healing for Ysoldt as comforting waves of warmth flood through her mind and body). Then he looks at the huge beast.
◆ Bon Mot: 1d20 + 9 ⇒ (12) + 9 = 21 Please blast it away from me! Although my shield can soak some damage.
NG Male Halfling Psyschic 3 | AC 18 | HP 27/27 | P +6 F +6 R +8 W +8 | Def. Expl.: Search| Hero Points: 1/3 | Active conditions: none | ◆ | ◇ ◈ | ↺ |
Eldon ◈ Unleashes his Psyche, red and blue flames dancing about his person. He then directs a beam of cold energy at the Dragon Turtle, lancing through the water. ◆◆ Amped Ray of Frost, Unleashed: 1d20 + 9 ⇒ (4) + 9 = 132d10 + 4 ⇒ (1, 2) + 4 = 7
And he swims closer if he can.
NG Male Halfling Psyschic 3 | AC 18 | HP 27/27 | P +6 F +6 R +8 W +8 | Def. Expl.: Search| Hero Points: 1/3 | Active conditions: none | ◆ | ◇ ◈ | ↺ |
Eldon swims to the rigging to pick it apart to save the sailor, but on the way, he tries to get the Merfolk attention "You must move! You're in danger!"
Exciting rolls: Diplomacy: 1d20 + 9 ⇒ (20) + 9 = 29 Thievery: 1d20 + 8 ⇒ (8) + 8 = 16
NG Male Halfling Psyschic 3 | AC 18 | HP 27/27 | P +6 F +6 R +8 W +8 | Def. Expl.: Search| Hero Points: 1/3 | Active conditions: none | ◆ | ◇ ◈ | ↺ |
"Do you have some water-tight bags? I came prepared but just in case?" He stashes things and adjusts himself. Eldon takes a scroll of Dispel Magic as his school item.
NG Male Halfling Psyschic 3 | AC 18 | HP 27/27 | P +6 F +6 R +8 W +8 | Def. Expl.: Search| Hero Points: 1/3 | Active conditions: none | ◆ | ◇ ◈ | ↺ |
Feeling contrary, Eldon then balances the thermal energy with an icy flame hurled towards red. He then keeps his ◆ flaming shield in place. "You do NOT get to come and murder people!" ◆◆ Produce Flame, Icy: 1d20 + 9 ⇒ (12) + 9 = 212d4 + 4 ⇒ (4, 4) + 4 = 12
NG Male Halfling Psyschic 3 | AC 18 | HP 27/27 | P +6 F +6 R +8 W +8 | Def. Expl.: Search| Hero Points: 1/3 | Active conditions: none | ◆ | ◇ ◈ | ↺ |
"Ridiculous! Learn to talk first!" Eldon says indignantly as he calls red and blue flames about his person. He ◆ raises a shield and ◆◆ hurls a burning ray at the fishman who attacked the dockhand Ray of Frost, adding energy to make it a fiery ray: 1d20 + 9 ⇒ (11) + 9 = 202d4 + 4 ⇒ (3, 4) + 4 = 11
NG Male Halfling Psyschic 3 | AC 18 | HP 27/27 | P +6 F +6 R +8 W +8 | Def. Expl.: Search| Hero Points: 1/3 | Active conditions: none | ◆ | ◇ ◈ | ↺ |
A halfling man, a couple of inches over 3'has been chilling out on deck for a good portion of the journey. He's very handsome with curly hair and excellent sideburns. He wears a red jacket, frilled white shirt and dark trousers along with shiny boots. "Hello Nilaglade, it's been a while. Anyone fancy some cheese and wine?" He produces a bottle of chilled white and room temperature red, six glasses and a wrapped selection of cheese and charcuterie. "I'm Eldon if we've not met. Eldon Goodbarrell."
NG Male Halfling Psyschic 3 | AC 18 | HP 27/27 | P +6 F +6 R +8 W +8 | Def. Expl.: Search| Hero Points: 1/3 | Active conditions: none | ◆ | ◇ ◈ | ↺ |
Thalaasi Elevas wrote:
In the UK, we have 'state' schools and 'independent' schools. Independent schools are fee-paying. Amongst those, some are described as 'private' and some are known as Public Schools. The public schools are generally the oldest or most prestigious (not necessarily the same thing). They are also usually boarding schools. An example people will have heard of is Eton, which is a Public School. They were open to members of the general public wherever you lived (if you could pay) in the early c19th when the term started getting used.
NG Male Halfling Psyschic 3 | AC 18 | HP 27/27 | P +6 F +6 R +8 W +8 | Def. Expl.: Search| Hero Points: 1/3 | Active conditions: none | ◆ | ◇ ◈ | ↺ |
Eldon had been trying to get his brain back in gear Nature: 1d20 + 5 ⇒ (17) + 5 = 22 but then he sees the sled and senses a tragedy or a mystery! "Let's get investigating!"
NG Male Halfling Psyschic 3 | AC 18 | HP 27/27 | P +6 F +6 R +8 W +8 | Def. Expl.: Search| Hero Points: 1/3 | Active conditions: none | ◆ | ◇ ◈ | ↺ |
Thalaasi Elevas wrote: So I found out on Friday that come January, no job for me, reduction in force due to student numbers being low. That's rubbish. I feel for you. Is there much in your area or will you need to change career/move house?
NG Male Halfling Psyschic 3 | AC 18 | HP 27/27 | P +6 F +6 R +8 W +8 | Def. Expl.: Search| Hero Points: 1/3 | Active conditions: none | ◆ | ◇ ◈ | ↺ |
"I'm going again." Eldon looks determined. Acrobatics: 1d20 + 8 ⇒ (11) + 8 = 19
He does not show the grace of some of the others, but he has learned from his mistakes.
NG Male Halfling Psyschic 3 | AC 18 | HP 27/27 | P +6 F +6 R +8 W +8 | Def. Expl.: Search| Hero Points: 1/3 | Active conditions: none | ◆ | ◇ ◈ | ↺ |
Eldon thought he might be good at this, but then Thalaasi was incredible. Nevertheless, he persists. Acrobatics: 1d20 + 8 ⇒ (1) + 8 = 9
Do I have a hero point? If so, Ill use it.
NG Male Halfling Psyschic 3 | AC 18 | HP 27/27 | P +6 F +6 R +8 W +8 | Def. Expl.: Search| Hero Points: 1/3 | Active conditions: none | ◆ | ◇ ◈ | ↺ |
Nature: 1d20 + 5 ⇒ (2) + 5 = 7 "When did the flora and fauna change? I don't recognise any of this stuff." Eldon is feeling the disorienting effects of the snowstorm and being away from cafes for so long.
NG Male Halfling Psyschic 3 | AC 18 | HP 27/27 | P +6 F +6 R +8 W +8 | Def. Expl.: Search| Hero Points: 1/3 | Active conditions: none | ◆ | ◇ ◈ | ↺ |
"Though I be small and the river be mighty, I will not be afraid!" Eldon tries some pole vaulting. Acrobatics: 1d20 + 8 ⇒ (8) + 8 = 16 "Weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee"
NG Male Halfling Psyschic 3 | AC 18 | HP 27/27 | P +6 F +6 R +8 W +8 | Def. Expl.: Search| Hero Points: 1/3 | Active conditions: none | ◆ | ◇ ◈ | ↺ |
"I'm starting to like this race thing. It even has dubious shenanigans." Eldon says as he tries to identify the quickest path. Nature: 1d20 + 5 ⇒ (11) + 5 = 16
NG Male Halfling Psyschic 3 | AC 18 | HP 27/27 | P +6 F +6 R +8 W +8 | Def. Expl.: Search| Hero Points: 1/3 | Active conditions: none | ◆ | ◇ ◈ | ↺ |
Eldon does want to climb. He waits for a smaller audience then tries to be a dextrous as halflings are rumoured to be. Acrobatics: 1d20 + 8 ⇒ (8) + 8 = 16
NG Male Halfling Psyschic 3 | AC 18 | HP 27/27 | P +6 F +6 R +8 W +8 | Def. Expl.: Search| Hero Points: 1/3 | Active conditions: none | ◆ | ◇ ◈ | ↺ |
During the evening, Eldon would have also visited the camp of Without Trace or Fail. "I haven't had a chance to speak to you yet! Anyone care to join me for a drink? You probably don't see many of my kind up here. Is this race particularly important to your team, over and above the rest of the teams?" Diplomacy: 1d20 + 7 ⇒ (3) + 7 = 10
NG Male Halfling Psyschic 3 | AC 18 | HP 27/27 | P +6 F +6 R +8 W +8 | Def. Expl.: Search| Hero Points: 1/3 | Active conditions: none | ◆ | ◇ ◈ | ↺ |
"Moose on the loose?" Eldon looks for the caribou. Perception: 1d20 + 7 ⇒ (1) + 7 = 8 Hero Point. Perception: 1d20 + 7 ⇒ (10) + 7 = 17 "Now let's relieve you of that bell my large friend." Stealth: 1d20 + 8 ⇒ (15) + 8 = 23
NG Male Halfling Psyschic 3 | AC 18 | HP 27/27 | P +6 F +6 R +8 W +8 | Def. Expl.: Search| Hero Points: 1/3 | Active conditions: none | ◆ | ◇ ◈ | ↺ |
Eldon has been suspiciously silent and stealthy. The well-dressed halfling is wearing extra-warm looking winter clothing and is carrying a steaming mug. "Loka, what did I miss? I was shopping. And finding warm drinks. I think we need spices rather than pickles up here. Should I go and chat to the other teams to find out about their skills? This hot, spiced wine is surprisingly good."
NG Male Halfling Psyschic 3 | AC 18 | HP 27/27 | P +6 F +6 R +8 W +8 | Def. Expl.: Search| Hero Points: 1/3 | Active conditions: none | ◆ | ◇ ◈ | ↺ |
Eldon ◆ hides (+8) behind Thalaasi's legs, ◆ draws his bow and ◆ shoots at the tree creature. Short Bow, vs FF(hopefully): 1d20 + 8 ⇒ (10) + 8 = 181d6 + 1d6 ⇒ (3) + (5) = 8
NG Male Halfling Psyschic 3 | AC 18 | HP 27/27 | P +6 F +6 R +8 W +8 | Def. Expl.: Search| Hero Points: 1/3 | Active conditions: none | ◆ | ◇ ◈ | ↺ |
Eldon looks thoughtful. "So I have a dilemma. What you've said might actually be true. But there is something else going on here too. You see, based on our experiences in this forest and our knowledge of the kami, and taking into account the spiritual encounters some of my friends" he points at them "have had, I know that they shared memories and experiences. You seem really eager to get back to doing your thing. You're looking at the bonsai in the same way I might look at a particularly good sandwich or bottle of southern Taldane red. What are you after? I think it best that you tell us before you try to do anything." He keeps looking at the kitsune. Eldon has Deception +9, Diplomacy +7, Intimidation +7 for any checks.
About Tripp TumblefootBackground & Appearance:
Trip has always had strange dreams as long as he could remember. He used to awake in the middle of the night sweating and confused all the time as a child, frightful of how realist his dreams would be. His parents regularly told him that was all hogwash, and he learned to ignore it all. One night, he awoke from a terrible dream in which his parents died in a fire. As usual, they simply told him to ignore it. A few days later, Trip awoke to the smell of smoke. He barely managed to escape with his life, and within the hour his childhood home, and his parents, were nothing but ash. All that remained in the ashes was an old book of fairy tales that had someone survived the heat in an old trunk. Ever since, he has learned to trust in his dreams as more than mere coincidence, and to put his faith in the liberating grace of the goddess Desna who called him as her own. He soon found himself alone and in need of a way to care for himself, so he took to doing whatever he could to get some coin or some bread; thieving, dock working, pick pocketing, line-chef, you name it he did it. He spent many cold and hungry nights alone on the streets with no company other than his old book. Eventually, thanks to his natural luck, he ended up securing a job at a renowned library in Magnimar helping translate scrolls and books. It is here he not only fell in love with reading books, but writing as well. It is here in Magnimar he first met Sandru. A few years down the road he was contacted by the Pathfinders to assist them with his abilities, and he discovered he had as much of a knack for adventuring as he did for literature and language! One of his best friends and partners was Sandru, and they spent several years adventuring together, causing trouble, breaking ladies hearts, working for the Grand Lodge, and exploring the far reaches of Golarion. While Sandru was the 'muscle' of the team, Trip was in charge of negotiations, contracts, and recording their adventures in his myriad of journals. -------------- Trip is a dirty blonde haired halfling with a brilliant goatee of which he is very proud. He sports several bright gemstone earrings in each ear and is fond of wearing bracelets and rings and other jewelry. He usually is dressed in loose fitting pants, a button up, and a sensible vest. Like many halflings, he chooses to go barefoot. He always has his trusty sling staff that he named 'Lucille' across his back.
Defense:
HP: 9/9
Fort: +1
Offense:
BAB: +0
Mwk Halfling Sling Staff: +4 | 1d6 - 1 | 80' | x3 | B | Feats:
Level 1: Point-Blank Shot Skills:
The Pathfinder chronicler's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Survival (Wis), and Use Magic Device (Cha). 8 + INT (1) / level -------------------- Appraise: +5
Racial Traits / Character Traits:
Racial Traits +2 DEX / CHA, -2 STR Small Size (+1 AC / Attack, -1 CMD / CMB, +4 stealth) Slow Speed (20') Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks. Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon. Keen Senses: Halflings receive a +2 racial bonus on Perception checks. - - - - - - - - - - - - - - Character Traits Best Friend: (Sandru) You are best friends with one of the NPCs; you’ve grown up together, and while your friend has had a much more exciting life than you so far, you hope one day to follow in your friend’s footsteps and see the world—or perhaps even become an adventurer yourself. You’ve picked up a lot from your friend, but particularly his or her skill in interacting with others. Benefit: You gain a +1 trait bonus on all attack rolls against foes that threaten your friend as well as one of the following: If Ameiko is your best friend, you gain a +2 trait bonus on Diplomacy checks. If Sandru is your best friend, you gain a +2 trait bonus on Bluff checks. Whichever skill you gain a trait bonus on, that skill is always considered a class skill for you. Lettered (Halfling): You can read a smattering of most languages and know enough to make pretty good guesses about the rest. Benefit: Linguistics is a class skill for you, and you gain a +1 trait bonus on Linguistics checks made for the purpose of deciphering writing in an unfamiliar language. You never draw a false conclusion if you fail your Linguistics check; instead, you simply realize you cannot make sense of the writing. Good Dreams (Desna): Your dreams often give you a hint of possible dangers you might face during your day—such as a fall, a blast of fire, or a poisonous snake-and this hint sometimes makes all the difference. Each time you sleep, the GM tells you of a dangerous dream you had. Once per day, if you have to make a saving throw against a threat related or similar to that dream, you can roll twice and take the more favorable result. If you do not encounter circumstances similar to the threat or situation you dreamed, this trait has no effect that day. If you have the Halfling Jinx trait (see page 27), you cannot select this trait, and vice versa. Class Features:
Pathfinder Chronicler: Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes. Bardic Knowledge (Ex): This ability is identical to the bard class feature of the same name, and levels in this class stack with levels in any other class that grants a similar ability. Deep Pockets (Ex): A Pathfinder chronicler collects items as well as lore, picking up small amounts of this or that throughout her travels. As a result, she may carry unspecified equipment worth up to 100 gp per class level. This can be any kind of gear that can reasonably fit into a backpack, including potions and scrolls (but not any other sort of magic item). As a full-round action, the chronicler may dig through her pockets to retrieve an item she specifies at that time, deducting its value from the allocated amount of cost. This item cannot weigh more than 10 pounds. When the total remaining cost reaches 0, the chronicler can retrieve no more items until she refills her deep pockets by spending a few hours and an amount of gold to bring her total up to 100 gp per class level. In addition, if she takes 1 hour to pack her gear each day, she gains a +4 bonus to Strength to determine her light encumbrance. This does not affect her maximum carrying capacity. The efficient distribution of weight simply encumbers her less than the same amount of weight normally should. Finally, the Pathfinder chronicler gains a +4 bonus on Sleight of Hand checks made to conceal small objects on her person. Master Scribe (Ex): A Pathfinder chronicler adds her class level as a bonus on all Linguistics and Profession (scribe) checks, as well as Use Magic Device checks involving scrolls or other written magical items. A Pathfinder chronicler can make Linguistics checks to decipher text as a full-round action and can always take 10 on Linguistics and Profession (scribe) checks, even if distracted or endangered. Equipment:
29 gp 4 sp 3 cp Special Item: mwk Halfling Sling Staff "Lucille" - Sling Bullets (14)
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