Demon Slayer

Emerik Albaras's page

216 posts. Alias of JonGarrett.


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He didn't make it in the initial recruitment, but Emerik was made for this game so why not give it a shot? Emerik's an Ifrit Brawler who hits like a truck but has some decent skills too. He's also a broken shell of a person who can only hope that one day he can find something resembling redemption while trying to make peace with the fact he probably can't.

Which is nice.

If Emerik is OK to resubmit, then I'll alter his story a little to him joining the Happy Swords - possibly changing his skills to a blacksmith and having him part of there support staff, initially. If not I'll go think of someone else.

Other than that the character sheet should be mostly complete, bar the level 7th feat I never decided on.


Emerik Albaras:

Male Medium Sunsoul Ifrit Hinayashi Feral Striker Brawler 7
Chaotic Neutral Medium Humanoid (Native Outsider)
Initiative; +2 Perception +10

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Defense
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AC 21, touch 17 flat-footed 14 (Base +10, Dex +2, +1 Natural Armour, Brawler AC Bonus +2, +6 Armour)
hp 74
Fort +9, Ref +8, Will +3 (Base Fort +5 - Ref +5 - Will +2 - Con+3 - Dex +2 - Wis +0 - Cloak of Resistance +1)
Resistance: None

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Offence
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Speed 30 ft.
Melee
Traveller’s Any-Tool - +17 to hit - 2d6+10 damage
(To Hit: Strength +4 - BAB +7 - Trait +2 - +2 Magic Weapon - +2 Class Ability - Strength x1.5)
(Damage: 2d6 base - Strength +4 - - +2 Magic Weapon - +2 Class Ability)

Traveller’s Any-Tool - Shikigami Style - +17 to hit - 6d6+10
(To Hit: Strength +4 - BAB +7 - Trait +2 - +2 Magic Weapon - +2 Class Ability)
(Damage: 2d6 base - Strength +4 - +2 Magic Weapon - +2 Class Ability - Shikigami Increases Weapon Size by 3 - Strength x1.5)

Traveller’s Any-Tool - Brawler’s Flurry - +15/+15/+10 to hit - 2d6+10 damage
(To Hit: Strength +4 - BAB +7 - Trait +2 - +2 Magic Weapon - +2 Class Ability - -2 For Flurry)
(Damage: 2d6 base - Strength +4 - - +2 Magic Weapon - +2 Class Ability)

Traveller’s Any-Tool - Brawler’s Flurry - +15/+15/+10 to hit - 6d6+10 damage
(To Hit: Strength +4 - BAB +7 - Trait +2 - +2 Magic Weapon - +2 Class Ability - -2 For Flurry)
(Damage: 2d6 base - Strength +4 - +2 Magic Weapon - +2 Class Ability - Shikigami Increases Weapon Size by 3)
Ranged

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Statistics
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Str 18
Dex 14
Con 16
Int 14
Wis 10
Cha 9
Base Atk +7; CMB +13; CMD 25

Bonus Feats
Hinayasi Brawler - Catch off Guard - Negate the penalties from using an Improvised Weapon. Unarmed foes are treated as flatfooted.
Brawler Combat Feat 5th - Shikigami Manipulation - When using a magic item as an improvised weapon it counts as magic weapon of ¼ the magic item’s caster level, to a minimum of +1.
Feats
1st - Shikigami Style - Improvised Weapons count as one size larger for each Shikigami Style feat used.
3rd - Additional Traits - Gain two more Traits.
5th - Shikigami Mimicry - When using Shikigami Style take a -2 penalty to add a weapon modification to a improvised weapon.
7th -

Traits
Illuminator (Religion) - Gain +2 to Diplomacy, and it becomes a class skill.
Student of Philosophy (Social) - Use Intelligence for Diplomacy and Bluff, except for Feint and Gathering Information.
Surprise Weapon (Combat) - Add +2 to hit with Improvised Weapons.
Former Bandit (Region) - Gain one ability score (Strength) to one Profession (Builder) in addition to Wisdom.

Racial Traits
Dark Vision - See up to 60ft in total darkness.
Energy Resistance (Fire) - Reduce fire damage by 5.
Efreeti Magic - Cast either enlarge or reduce person once a day.
Fire Affinity -
Sprinter - Gain +10 movement when charging, running or withdrawing.

Skills
Acrobatics - +2 (+2 Dex - 0 Ranks - Class Skill)
Appraise - +2 (+2 Int - 0 Ranks - Untrained Skill)
Bluff - +3 (+2 Int - 0 Ranks - Untrained Skill)
Climb - +10 (+4 Str - 3 Ranks - Class Skill)
Craft (Food) - +10 (+2 Int - 5 Ranks - Class Skill)
Diplomacy - +14 (+0 Cha +2 Int - 7 Ranks - Class Skill - +2 Trait)
Disable Device - +2 (+2 Dex - 0 Ranks - Untrained Skill)
Disguise - 0 (0 Cha - 0 Ranks - Class Skill)
Escape Artist - +2 (+2 Dex - 0 Ranks - Class Skill )
Fly - +2 (+2 Dex - 0 Ranks - Untrained Skill)
Handle Animal - 0 (0 Cha - 0 Ranks - Class Skill)
Heal - +2 (+2 Wis - 0 Ranks - Class Skill)
Intimidate - 0 (0 Cha - 0 Ranks - Class Skill)
Knowledge (Arcana) - +1 (+2 Int - 0 Ranks - Untrained Skill)
Knowledge (Dungeoneering) - +2 (+2 Int - 0 Ranks - Class Skill)
Knowledge (Engineering) - +7 (+2 Int - 5 Ranks - Untrained Skill)
Knowledge (Geography) - +2 (+2 Int - 0 Ranks - Untrained Skill)
Knowledge (History) - +2 (+2 Int - 0 Ranks - Untrained Skill)
Knowledge (Local) - +9 (+2 Int - 4 Ranks - Class Skill)
Knowledge (Nature) - +9 (+2 Int - 4 Ranks - Class Skill)
Knowledge (Nobility) - +2 (+2 Int - 0 Ranks - Untrained Skill)
Knowledge (Planes) - +2 (+2 Int - 0 Ranks - Untrained Skill)
Knowledge (Religion) - +12(+2 Int - 0 Ranks - Untrained Skill)
Linguistics - +8 (+2 Int - 6 Ranks - Untrained Skill)
Perception - +10 (+0 Wis - 7 Ranks - Class Skill)
Perform (Dance) - +2 (+2 Dex - 0 Ranks - Untrained Skill)
Profession (Builder) - +12 (+0 Wis - 5 Ranks - Class Skill - + Strength)
Ride - +2 (+2 Dex - 0 Rank - Class Skill)
Sense Motive - +10 (+0 Wis - 7 Ranks - Class Skill)
Sleight of Hand - +2 (+2 Dex - 0 Rank - Untrained Skill)
Spellcraft - +1 (+2 Int - 0 Ranks - Untrained Skill)
Stealth - +2 (+2 Dex - 0 Rank - Class Skill)
Survival - +0 (+0 Wis - 0 Ranks - Untrained Skill)
Swim - +8 (4 Str - 1 Ranks - Class Skill)
Use Magic Device 5 (0 Cha - 5 Ranks - Untrained Skill)
Languages Common, Ifrit, Oread, Slyph, Undine, High Ifrit, Benthic, Maker Script, Sedime

Combat Gear Traveller’s Any-Tool x 2 (2d6 Bludgeoning, Piercing or Slashing, +2 Weapon), Living Steel Chain Shirt +2 (6AC - ACP2 - Max Dex 4)
Gear Monk’s Robe, Belt of Mighty Constitution +2, Clock or Resistance +1, Fetish of Natural Armour
Masterwork Backpack, Flint and Steel, Large Tent, Bedroll, Blanket, Collapsible Bathtub, Soul Candles x 10
Drill, Stretch Cords x3, Canvas 10sq yards,
Hemp Rope
(100ft), Animal Glue, Mending Kit, Bag of Nails, Bag of Screws, Chalk, Paper Sheets x 10, Charcoal.
Fire Ink Tattoos, Grooming Kit, Soap, Explorer’s Outfit x 2, Artisan’s Outfit x3, Belt Pouch x 6,
Cooking Kit, Canteen x3, Coffee Pot, Coffee Beans (6 lbs), Chocolate (1 lbs), Cinnamon (4 ounces), Honey (1 lbs), Flour (5 lbs), Beans (5 lbs), Nuts (3 lbs), Oregano (4 ounces), Salt (4 ounces), Pepper (4 ounces), Chillies (1 lbs), Cheese (1 lbs), Wandermeal x 14, Travel Cake Mix x 14
Money 0pp - 587gp - 73sp - 91cp

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Special Abilities
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AC Bonus - Gain +1 AC, with additional AC Bonuses at various levels.
Brawler’s Cunning - Intelligence always counts as 13 for purpose of qualifying for feat.
Brawler’s Flurry - Attack as though using two-weapon fighting, except only one weapon needs to be used, and full strength is added to all attacks.
Feral Aspect - Take on the Aspect of the Bull (+2 Strength) or Aspect of the Wolf (10ft Scent) as a swift action, or both as a move action. Usable in one minute increments for 3 = level minutes.
Martial Training - Count as both a Fighter and a Monk for Feat qualifications and using magic items.
Improvisation Training - Improvised weapons do the same base damage as an Unarmed Stike
Improvised Maneuver - When hitting a foe with an improvised weapon make a free combat maneuver at a -4 penalty.
Improvisation Mastery - Gain +2 to hit and damage with two-handed improvised weapons.
Proficiencies - All simple weapon, the handaxe, shortsword and any weapon from the fighter’s close weapon group as well as improvised weapons and Light armour.
Maneuver Training (Trip, Grapple) - Add +1 to enact and defend against one type of maneuver. At 7th level add +1 more and a second type of maneuver.
Unarmed Strike - Gain the Improved Unarmed Strike feat, and gain additional damage based on the level.
Favoured Class Bonus - +7 Skill Point

Appearance:
​Tall, standing well over 6ft, and broad in the shoulders, Emerik would be kindly described and having ‘strong features’ rather being called good looking or even handsome. As a result he tends to wear a heavy beard, as it tends to grow fast anyway and it softens the harsher lines of his face. His hair tends to be on the longer side, too, and a dark shade of reddish-brown which he keeps tied back.

His skin is a dark burgundy which has been darkened by long hours working in the sun. His skin is a little lined thanks to that, and his hands heavily calloused from practice with weapons and the use of tools. Notable tattoos in fire ink run down the left side of his neck, and over his shoulder and upper back. Some may be hidden under his beard, too.

Thanks to often working in the outdoors Emerik has retained the habit of wearing armour, often with a greatcoat over the top when the environment calls for it. His clothes, while often worn, are kept neat and well tended. He tends to avoid brighter colours in clothes as they draw the eye to him, and he isn’t a great fan of being the centre of attention anymore.

Emerik’s voice is a deep base tenor which suits his heavier build, and he tends to smell of whatever soap he happens to have purchased. He likes to stay clean and neat when he can, but mess isn’t the end of the world.

Personality:
Emerik is a kindhearted, generous man who truly wishes to help the community. Although not the most personable person ever and not naturally likable he’s gifted at talking, and whenever possible he talks his way out of his problems. Despite his skills in terms of violence he prefers to settle things with words. Of course, at least part of why he can settle things with words is because he has violence to fall back on.

He’s also a broken shell of a elan, haunted by his own weakness, his failure, his inability to do what he needed when he needed to, his love of violence and his past of destruction. His weak will leaves his feeling hollow, and anyone who talks to Emerik for a long period will realize that he has a deep melancholy, a deep desire to repent for his failures and to make things better. Whenever he does some a kindness a little voice reminds him that it doesn’t count as an act of generosity because, deep down, each good deed is for his own benefit, a ‘step to redemption’.

His faith is strong - at least in Volcano and the handful of people he feels he is able to trust. His faith in himself is, at best, limited. He struggles to believe that he has the capacity to do more good than he has done harm. He sees his sins very clearly, and constantly hears the voice in his head from his past - how easy it would be to take what he wants again, to hurt those that offend him. It makes believing that changing what he is hard, that he might never be what he wants to become. That he can never truly make a difference, to the world or himself.

But he desperately wants to.

10 Minute Background:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

1) Emerik is a former bandit who was converted to see how wrong he was, and nearly died in the process. He doesn’t feel anywhere close to having atoned for his sins.

2) Having done nothing but violence Emerik refuses to touch a weapon. This is not a significant limiting factor to how dangerous he is - if anything, he’s more dangerous with a chair than most people with a sword - but some see his refusal as odd.

3) Emerik’s tattoos are a source of pride and shame. The intention was to create his story in glowing ink for all to see, his greatest achievements and conquests. As a petty bandit these were...less than exceptional. The symbol for his bandit troop is hidden underneath his beard. He hopes, one day, to have a story worth telling in fire ink.

4) Finding peace in creation Emerik has spent the last several years making homes. While, on occasion, he has had to fight he finds making things much more satisfying.

5) Emerik is bisexual.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1) Emerik has the simple goal of making the world better than he found it. Simple, but incredibly grand and difficult. This is especially awkward given the level of harm he’s already brought in to it.

2) My hope is to see Emerik move towards his goal...but with stumbles, temptations and maybe the odd slide backwards. This should probably involve run ins with his former allies at some point...

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.

1) Emerik is, not surprisingly, rather ashamed of his past and tends not to talk about it in detail. While he may mention his desire to atone, what he wants to atone for is not often mentioned.

2) Emerik’s real name is Diedi Vashta. He used some of his amassed wealth, the former owners of which no longer having a need nor a way to return it to their families, to move and change his name. He is aware his distinctive appearance means this might not last forever.

3) Several of his victim’s families are paying for Ashta, a Paladin of Volcano, to find and bring Emerik to justice for his crimes. Given the length of those crimes it will be...severe. Emerik believes that moving and changing his name

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

1) Istas - A Oread that Emerik captured with the intention of ransoming for a magic item. The old monk shared his philosophy - at length - despite Emerik’s best efforts to stop him. Even after trading the man away the man’s words irritated the bandit, eventually leading to his change of heart.

2) Isan Wyrhta - A Slyph who was used to be Emerik’s lover and second in command. It was Isan that taught Emerik his woodworking skills, a hold over from life from before banditry. Now, Isan is...less than thrilled with Emerik’s change of career. Or at least that’s what Emerik assumes.

3) Ashta LaVenee - An Ifrit Paladin of Volcano. She swore to defeat and bring Emerik to justice shortly before he converted himself. Whether she is aware - or cares - that Emerik has changed is another matter.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

1) Emerik hums when working, whether that’s making a building or preparing a meal. He tends to hum different ones depending on what he’s doing. He is not good at it.

2) Eating spicy food makes Emerik hiccup, which is a strange quirk for an Ifrit.

3) Having lived with outlaws of various races Emerik has worked hard to understand most tongues. He has focused on making his own accent as neutral as he can to aid in this.


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Hmmm, Perrin is a fun character, and I think there's a little bit of the humble worker in Emerik, but it's from a different direction - Emerik's humble because he failed dismally, not from his nature. Depending on how things go his character could go a few different ways, and could need 'humbling' again.

Gobbo Ambush - Let's try talking?:
Emerik considered what he knew about the goblins, and what the others were saying. "Does anyone know Goblin? We might be able to scare them off or convince them to leave." Perhaps magic or writing would freak them out enough to cause them to leave?


Lunch Clean Up:
"A song?" Emerik said as he handed out bowls and checked the soup level - pretty much done. "Uh, I'm afraid most of the ones I know are either hymns or, uh," he glanced around a little, at some of the younger people gathered, "Worker's songs. I suppose, given it's the Swallowtail Festival tomorrow, that old song about Desna's travels will be a good choice?"

Gobbos Crack Glass And Gobbos Cut flesh, Gobbos like blood best when it is fresh!:
Perception: 1d20 + 5 ⇒ (7) + 5 = 12

Knowledge (Local): 1d20 + 6 ⇒ (9) + 6 = 15

[b]"Breakbag, yes,"[/b[ Emerik nodded in agreement, moving to put himself between the 'attacking' Goblins and the people they could actually hurt. His hand moved to the scabbard at his hip before remembering that there wasn't a sword there, and his hand twitched back in revulsion at how automatic the gesture was.

Instead he reached over his shoulder and pulled out his hammer. The tool was meant for building, but at a pinch it was heavy enough to smash armour and crush skulls. Emerik was good enough with his hands and feet that he didn't really need the weapon, but he felt better with the weight in his hands.

He felt awkward about using a tool of creation, of construction, for violence. But while some Goblins were as good as any civilized person, most of them were violent, vicious and cruel. Sandpoint had been plagued by the little sods for years. It would be better for everyone if they were scared away, rather than fought.


Soup of the Day:
Momentarily overhwelmed by people's greeting and compliments to his cooking, Emerik paused for a moment and considered how to reply as the group gathered. "A pleasure to meet you all. I'm Emerik." He looking at the rapidly draining pot, he added, "Please, feel free to take some." There certainly didn't seem like there would be any left overs, but that was fine.

The bulky man held out a bowl and spoons the two who wished to share. "I have some more bowls, most likely, if you'd find it easier not to share one."


Soup May Be Served Hot:
Smiling up at the new comer, Emerik replied, "Some bits, yeah. Soup is good for using dried ingredients, although the chicken is fresh - I picked it up from the last inn. Chicken doesn't travel as well as some other meats, even dried. Well, it can, but I don't enjoy it as much."

Opening his pack, the bulky man added, "My name is Emerik. It's nice to meet you." He looked in a waxed bag for a moment, and offered the woman a piece of flatbread. "Here, you can dip some of this in the broth and eat it that until it cools a touch."


Cooking Lunch (Come Grab Some Soup):
It was something of a survival skill, Emerik considered, to be able to cook something for lunch that didn't taste like dirt mixed with water. Which was, he had to ruefully admit, what the first few meals he'd eaten as a novice had tasted like. The kitchens where he'd trained had been filled with fine, skilled cooks and servants, but when the paladins themselves took the novices out to learn...well, it hadn't made anyone actively ill.

But Emerik had been a growing boy who liked his food, and now as a grown man who put in a day of work he liked it just as much. He currently had no partner, and when he did he was often the better cook anyway, so he settled down into making some soup.

The ash-black pot sat easily on the fire, the water turning to a bubble froth as the bones of a chicken went into the water, boiling the flavour out to create a stock. Herbs and spices - thyme, salt, pepper and a few more exotic ones, like cayenne to add just a touch of heat and - went into the water next as Emerik thinly diced various vegetable and the flesh of the chicken whose bones were already in. Most of them had been dried for travel, of course, but the boiling stock, now rich and brown and smelling of warmth, would soon take care of that.

As the mixture bubbled Emerik raised the pot a little, keeping it warming but stopping it from boiling any more, and more importantly burning the bottom of the pan. It was the biggest pot in the world, but it was clear that Emerik had made more than he could eat, if anyone was interested. Some spare sets of tin bowls and wooden spoons also hinted that guests were welcome, if they so wished it.

Putting some traveller's bread into a bowl, Emerik poured the soup over it to let the bread absorb moisture and flavour and began to eat.

Craft (food): 1d20 + 6 ⇒ (12) + 6 = 18

Emerik nodded his satisfaction as the pleasant smell wafted out. This one was pretty good.


Observing the Bout:
Although he was quite certain it was a bad idea, Emerik moved to one side of the bout to watch. He had no idea why people were fighting, sparring and training. After the day's travel it seemed exhausting to him to do so. But the people seemed excited to do so, and so Emerik would watch. If it got out of hand he could restrain one of them.

Sipping on the beer with a wince - badly sealed cask, he guessed - he settled to watch the bout, reaching up with one hand and touching the holy symbol around his neck. Dawnflower, please be merciful to those who wish to train there bodies here. Allow them to escape without harm and for no feelings to be soured. And that no one does anything stupid.

Still, the towering man radiated a combination of anxiety and interest in the bout.


RP (Hasslo):
"The Swallowtail Festival," Emerik said with a smile. "It's dedicated to Desna. The legend is that one of Desna's servants was wounded in battle, and fell to Golarion. They were found by a child who nursed her back to health. The joy of her servant being saved made Desna grateful, and made the child into an immortal swallowtail butterfly, so they could explore the world for the rest of time."

Emerik smiled again and shrugged. "Mostly, there's a ceremony where thousands of swallowtail butterflies are released. It's considered a sign of luck to have one land on you. Then the rest of the day is games, markets, dancing and challenges. The Hagfish - the pub you remember - has one for eating...I hesitate to say food. It's not one I've ever been tempted by, but apparently the purse for winning is good and the pride is even better."

Aware of the age difference between humans and Dwarfs, Emerik added, "It may be my apprentices that build a home for you, depending on how long your adventures last, but I'm sure I'd love to see it built."


RP (Hasslo):
Listening to the drawf's story, Emerik nodded along. It was a little surprising to hear that he hadn't known about the Festival - maybe it was so large in his own mind because it was such a large part of how he grew up? - but answered, "I can certainly understand wanting to know where you came from. I was adopted as a child," he added, gesturing to his clearly non-Varisian skintone, "And I always wondered where I came from, as it were."

Nodding, Emerik patted his hammer. "And yes, wood work in general but houses most of the time. Barns and the like too. If it's wood I can probably make it, at this point. I've had a little while to learn." He thought for a moment. "Some of the ones I helped with are likely still standing in Sandpoint. I don't think there's been any big storms or fires while I've been gone, so you'll probably see one or two."

Looking at the shield, he added, "It sounds like you'll have quite an adventure after the festival. I can't imagine the Festival itself with have much exciting, but it'll be a good way to relax before you set off. And at leas you're well equipped for it."


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Man, I wish I could draw. That's nice art work Gheri.

Roleplay (Hasslo):
"Relaxation," Emerik said with a laugh, taking the tea with one hand. "Thank you, it's been a thirsty walk. I'm Emerik Albaras. I technically live in Sandpoint, I guess, but I travel for work most of the time." He gestured to his equipment - saws, drills and a massive sledgehammer - with his free hand. "There's only so many homes that need building in Sandpoint, after all. It's been a while, though. Might pick up some work in the area after the Festival."

Considering, he added after a moment, "I can certainly see the joy in sleeping beneath the night's sky, but I think I crave a soft mattress and a hot bath. It's been a little too long since I've had either, or at least cooking that isn't my own."

Taking a sip of the tea and letting the caffeine flow into him, he added, "Are you traveling to the Festival as well? It seems to be a common theme among a lot of the travellers here."


Roleplay (Hasslo):
Sighing in relief at the news that the next inn was not far, Emerik cast another glance to the damaged wheel. It still sung the wail of wood that was not doing well under pressure, but it seemed to be holding. For now at least. He'd have to make sure tweeks before the caravan left in the morning. Sadly, there likely still wouldn't be time for more repairs during the night - working with sleep was an excellent way to lose a digit, and Emerik needed all of his - so more makeshift repairs would have to do.

Glancing over he saw a well-set Drawf heading the down the line, chatting. His gear suggested he was a nasty up-close fighter if he knew what he was doing with it, and Emerik saw noting to suggest that he didn't.

Nodding cheerfully to the other man, Emerik said, "Evening. Looking forward to some soft beds and warm food?"


Roleplay:
Emerik breathed out a sigh of relief that they weren't going to to do a practice duel here. It used to be something he enjoyed himself, but now it would be...nerve wracking.

He looked away from the cart as the truly devoted Half-Orc spoke of how he had learned the way of the Scimitar, as a good follower of Sarenrae would. He could never touch one again, ever. Not ever.


Roleplay:
Emerik moved over to the young lady, and smiled cheerfully. "Every creak makes you jump, doesn't it? But it's holding up well. It'll definitely need proper replacements after the journey is done, and I'll be happy to help you all with that if you need, but I think it should get there without any more problems." He looked over at it again, since he still had that bit of paranoia himself.

Diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18


Roleplay:
Noting the ruts in the track, Emerik hoped down and walked beside the damaged wheel, keeping one ear out for the sounds of creeks, groans and snaps that could cause a disaster. It was against his craftman's spirit to do such a quick bodge job on the wheel simply to keep moving - if a job needed doing it needed doing well - but the client had there own ideas. You did the job you were paid to do, and maybe snuck in a little more robustness anyway.

Plus, when you were Emerik's size, walking might be better for the wheel than anything else anyway.

He listened to the people flirting in the carts as well. They seemed to be having fun doing so, and it was nice to hear people get along like that. A quick glance over suggested most of them were Emerik's former sort of profession, heroes and adventurers - lots of well kept swords, decent armour, some Glaives and the like - which was a little uncomfortable. It brought back memories. Part of his got why they carried weapons, but most of him could only remember what weapons did in the wrong hands. His hands.

Shaking his head, Emerik brought his mind back to the here and the now. He had no need for that black dog to stalk him right now. He was supposed to going to the festival to have fun, not make everyone weepy. So instead he kept an eye out. His eyes weren't as sharp at a distance as many of his fellows, but they usually served. Usually.

Perception: 1d20 + 5 ⇒ (20) + 5 = 25


Thanks for the head's up. Lost Origin was meant to get deleted - it made sense with the backstory I was writing, and I'm kinda tired not having Knowledge (Local), but then I realized the Brawler actually got it as a class skill, so I swapped it out for Tattooed Focus...and apparently forgot to edit Lost Origin out. Sorted now, though.

Roleplay - Keep on Rollin':
The bulky man nodded slowly. It was a relatively simple job, and quick - depending on the choice. "Well, there are two choices, as I said. A quick fix might get you all the way there, and it can be done in half an hour. I think we can drill and peg the spokes, glue them and bind them in rope. It's not durable, but it'll last long enough. I think. Really, though, I'd like to make replacement parts. With some wood and the afternoon I'm pretty sure it can be done. I just need the time. Oh, and some wood." He grinned. That, at least, shouldn't be too hard to hunt down.

"Depends on if we have the afternoon to spare, or a half hour to spare now." He looked around, not willing to make the call himself. He didn't really mind either way.

He nodded to the cook as the man passed along. Maybe he could get some tips off the man when dinner was going, later. Cooking was more of a hobby for him, but he enjoyed it and wasn't terrible at making food.


RP - Wagon Fixin':
Emerik looked closer at the damaged areas and problems, now that they'd been pointed out by the other man. He certainly seemed irate about the state of the cart. Maybe his family were better off than some others? A lot of people had to make do with worn out and cobbled together material. Emerik himself wanted to grab a magic item - an Anytool - to help with his work, but couldn't afford one yet.

Still, the wood was in a sorry state. It probably would need shoring up. "It looks pretty simple, in terms of what's needed. I can carve parts to match those if its easier to replace than to repair, with a bit of time anyway. Wheels aren't my area of expertise, but nothing looks too complicated." He popped his carpentry tools on the ground, looking a little more closely at whether repair or replacement might be the better bet.


Here is my submission - Emerik Albaras, failed Paladin of Sarenrae and current carpenter and house builder. And also a Brawler, in terms of class.

His past has left him refusing to touch a weapon ever again. In practice, this means he'll be using the Shikigami chain of feats and a Sledgehammer to do a fair amount of damage. He has something of a side-line in being diplomatic, too. I always like to try talking my way out of trouble when I can.

Roleplay:
Craft (Wood Carving): 1d20 + 8 ⇒ (6) + 8 = 14

Emerik heard there was some hiccup with the wheel. Well, that wasn't a surprise. The wheels on carts tended to be a weakness. Spokes snapped too easily if you hit a rut or hidden rock hard, jarring the wood hard and snapping it like dried kindly. Especially older or rotten wood.

But a solid wheel was too heavy, causing the cart to sink into the mud and making it a burden for the beasts to drag. There were ways to make either work, but in the end a cart would need new wheels. Or to have an old one fixed until it could be replaced. Sometimes that would take a while.

Gathering up his tools and gear, Emerik headed over to the broken down cart to find others seemed to be well ontop of the job. Not a big surprise. No one wanted to break down the content of the cart and carry them, after all. If that was even possible. Mostly, fixing the cart was the best idea.

It seemed like they had it in hand...hands, to be honest. Still, Emerik squinted at the wood for a moment. "I have some tools, if that'll help. Can help with the lifting, too." He looked at the cart dubiously on that one. He was a strong man, but it might take more than just him to lift it up and allow the wheel to be repaired.


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Hurrah!


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Emerik looked around for the others. If there was no sign of them he'd head for the airship docks, and then hunt for a more traditional one. He needed to locate a proper comms unit to call in the full wrath of the Inquisition. The fact that the most likely to work were on vehicles to escape was definitely a bonus.


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Emerik exhibited the better part of valour and legged it.


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Emerik struggled to get free.

Strength (39): 1d100 ⇒ 29


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Strength to break free?


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

EMerik tried to dodge out of the way. The punch wasn't a problem - his armor absorbed the brunt of the blow - but being squeezed might be,

Agility: 1d100 ⇒ 86


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Swearing, Emerik reached out to grab the second one again.

Agility: 1d100 ⇒ 45

They can have a free swing before I run.


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Agility (47): 1d100 ⇒ 59


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Yes. I'd rather go slower than only have my Longlas.


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Man, I need to buy some gun chords...

Agility (Difficult -10) 27: 1d100 ⇒ 52


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Thankfully, Emerik was both tough and heavily armoured. Instead of bothering to Dodge he simply bolted for the door.


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Well, I should be a couple of rounds worth of movement before they can reach me, and I'm only down for one, so I should be able to get up and suffer the second effect - taking -10 while I run in terror.


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

I think you just enjoy seeing me suffer, personally. But let's see.

Shock (No Awe): 1d100 ⇒ 42

OK, so with six degrees of failure on my fear test, I do believe that's fainting dead away for 1d5 ⇒ 1 rounds. Huh, I could live through that.


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Emerik recoiled from the horror. Clearly, this place was worse than it seemed. This explained why the rest of the Inquisition party was missing.

Fear (33%): 1d100 ⇒ 91

Whose shocked? No one!


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Grunting in annoyance at the creatures, Emerik began to move backwards towards the door, aiming with the right gun and pulling the trigger. With the doors open he might as well keep moving ahead while riddling them with bullets. He continued to focus on the already wounded one. Eventually, it would dissolve under the hail of fire. He hoped.

Ballstic Skill (50) + Close Range (30) + Full Burst(20) = 100: 1d100 ⇒ 27 - 8 Degrees of Success

Shot 1 - 0 Pen: 1d10 + 3 ⇒ (7) + 3 = 10
Shot 2 - 0 Pen: 1d10 + 3 ⇒ (3) + 3 = 6
Shot 3 - 0 Pen: 1d10 + 3 ⇒ (1) + 3 = 4
Shot 4 - 0 Pen: 1d10 + 3 ⇒ (10) + 3 = 13 - Rightous Anger: 1d10 + 3 ⇒ (7) + 3 = 10
Shot 5 - 0 Pen: 1d10 + 3 ⇒ (1) + 3 = 4
Shot 6 - 0 Pen: 1d10 + 3 ⇒ (5) + 3 = 8
Shot 7 - 0 Pen: 1d10 + 3 ⇒ (10) + 3 = 13 - Rightous Anger: 1d10 + 3 ⇒ (7) + 3 = 10
Shot 8 - 0 Pen: 1d10 + 3 ⇒ (2) + 3 = 5


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Emerik took a chance to reload both his weapons while he had a moment. He would likely only get one shot in before he had to move once again, but better than running out at an awkward moment.

With the others finally out, however, he didn't need to hold out long - just long enough to give them time to get away.


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

I can run 12 meters a round, and I suspect having them pop off with those pistols is safer for me than letting them get into close combat. So I'll move until I'm about 24 meters away. When they reach 12 I'll move again. Eventually, they'll wear me down with pistol fire,
but it'll take a long time since I can tank quite a few shots first.


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Buying time, Emerik headed as far from the implacable creatures as he could. He glanced over at the door to see if the others had escaped yet.


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

If I shred the one I've already hurt is there anywhere to fall back to past his corpse? Another plinth or some such if I move full speed, since these guys are apparently happy walking.


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Emerik focused his weapons once more on the two advancing.

Full Auto (+20) + Close Range (+30) - Two Weaons (-20) = 80%: 1d100 ⇒ 76
Damage (Pen 0): 1d10 + 3 ⇒ (4) + 3 = 7

Full Auto (+20) + Close Range (+30) - Two Weaons (-20) = 80%: 1d100 ⇒ 47
Damage (Pen 0): 1d10 + 3 ⇒ (7) + 3 = 10
Damage (Pen 0): 1d10 + 3 ⇒ (7) + 3 = 10
Damage (Pen 0): 1d10 + 3 ⇒ (6) + 3 = 9
Damage (Pen 0): 1d10 + 3 ⇒ (5) + 3 = 8


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

I'm not going anywhere.


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Dodge (37%): 1d100 ⇒ 35 - Not good enough.

Emerik noticed the red gouge next to his armour for the first time. He grunted in annoyance - he didn't have the time to die right now.

He glanced at the black blood. Servitors or possessed. Either way, it explained why they weren't hiding. Emerik glanced over, trying to see how the others were doing.


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Yes, yes I am. I assume it takes the damage for me from that first shooter?

"Fine, let's see if you're immune to being shot." Giving a quick glance to the others to see how they were fairing, he raised both Autoguns and unleashed a stream at the pair of them. It seemed only fitting.

Full Auto (+20) + Close Range (+30) - Two Weaons (-20) = 80%: 1d100 ⇒ 86 - Missed Mourner 1

Full Auto (+20) + Close Range (+30) - Two Weaons (-20) = 80%: 1d100 ⇒ 43
Damage (Pen 0): 1d10 + 3 ⇒ (9) + 3 = 12
Damage (Pen 0): 1d10 + 3 ⇒ (4) + 3 = 7
Damage (Pen 0): 1d10 + 3 ⇒ (2) + 3 = 5
Damage (Pen 0): 1d10 + 3 ⇒ (5) + 3 = 8
Damage (Pen 0): 1d10 + 3 ⇒ (5) + 3 = 8


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Well, that was creepy. Most things made an attempt at getting to cover. Emerik crouched behind his own cover, on the theory that might have some weapons, and opened fire again. Might as well make sure the damned things were fearless and not just well disciplined.

Supressing Fire (60%): 1d100 ⇒ 90


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Opening fire in a long brust, Emerik tried to pin down as many of the strange figures as possible. "Go, go, go!" he bellowed at the others over the chatter of his autogun.

Close Range +30, Supressing Fire -20 - Target 60: 1d100 ⇒ 79


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

30 Meters counts as Close, so I'll open up now. My plan is to lay down Suppressing Fire, trying to catch as many as I can in the burst and forcing Fear tests, unless they turn out to be Immune. How many times do I need to roll to hit?


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Initative: 1d10 + 3 ⇒ (2) + 3 = 5

Somehow I didn't see that going otherwise. You're up.


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

I'll cover the others as they head for the doors, and try not to die.


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

I do feel a little lonely...and possibly like I'm about to eat a lot of bullets.


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

That didn't look good. Emerik looked for more substantial cover and a good arc of fire. If he had to spray the room and keep firing on suppressive bursts, he'd do so.

Perception (33%): 1d100 ⇒ 17


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Emerik looked at the rubble in horror, and then the nearby plinths. [i]Some of these things may not be like the others, some of these things may not belong,[/b] his mind gibbered as his eyes searched.

Perception (33%): 1d100 ⇒ 46


Male Ifrit Brawler 7 | HP 74/74 | AC: 21, T: 14, FF: 17 | Fort: +9, Ref: +8, Will: +3 | BAB: +7, CMB: +12, CMD: 24, +2 to Trip and Grapple | Init: +2 | Perception: +8 | Feral Aspect 10/10 minutes

Emerik looked at the Servitor, wondering if there was a way to find out what had happened from the machine. Still, it didn't sound like it was in a state to try and kill them at least...and so he continued to the rubble before looking around again.

Perception (33%): 1d100 ⇒ 18

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