Darl Quethos

Eric Duponte's page

51 posts. Alias of WerePox47.


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Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

Can you remove me as well please..


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

Eric moves quickly to join Jennis on top of the general store..


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

Eric would be at the church, praying with and for families of the deceased..


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

"That metallic bird that just flew over had a message tied to its leg.. Did that come from here or just fly over?"


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

Perc: 1d20 + 8 ⇒ (11) + 8 = 19

Eric looks but does not notice anything.. "Moving 5 days across open land with these things potentially running amok doesn't sound like a wise idea to me.. Perhaps we should help fortify this place and see if the fiends attack again.."


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

Eric does his best to console family memebers and offer prayers to the dead..

perc: 1d20 + 8 ⇒ (20) + 8 = 28


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

"Alright well lets get going with this search.. We need to burn these bodies before dark.. Its obvious that anyone bitten that dies will come back as one so no need to worry about burying anyone.. Iomedae save us.."


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

Your right, edited.. We should both have 20 hps..


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

1d8 ⇒ 4 So 5 +1 con, +1 fcb, +1 toughness

+8 hp


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

Move to AT 29 and attack again..

Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d8 + 4 ⇒ (2) + 4 = 6


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

You did post above that when Braford channeled to heal us the wolf sizzled.. ill attack though

Attack: 1d20 + 4 ⇒ (4) + 4 = 8
damage: 1d8 + 4 ⇒ (8) + 4 = 12


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

Yea i plan on putting a point into know(rel) at 2nd level..


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

Eric mirrors Bradford's approach and will channel positive to harm undead.. 1d6 ⇒ 3 DC 15 Will for Half, no channel resistance


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

Eric will start to transport the bodies of allies to the graveyard.. Then the wolves for burning.. If he has time after he'll seek the library's council for what these things might have been..


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

After healing everyone Eric will speak.. "I agree these men need to be buried and rights properly given.. I will help in this.. As to what these things are I have no clue.. They were damaged by healing effects though so obviously very corrupt.. Perhaps the library will provide more answers.."


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

Gritting his teeth he attempts to subdue the festered wound again.. He casts Guidance on himself first..

Fort: 1d20 + 3 + 1 + 1 ⇒ (3) + 3 + 1 + 1 = 8

I assume thats gonan happen till i make the save..

Subsequent rounds.. He'll move over to the other group and channel.. After he clears up the acid i mean..

Fort: 1d20 + 3 + 1 + 1 ⇒ (19) + 3 + 1 + 1 = 24

So 1 more round of burning if thats all that happens..

Some channels..

Channel Energy: 1d6 ⇒ 5
Channel Energy: 1d6 ⇒ 6

So everyone recieves 11 healing


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

Round 5

I attacked and hit for 6 damage for the wolf again.. I provoked by standing up though so you can take ur AoO on me at a -4 fro being prone.. That happens before my damage..


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

Fort: 1d20 + 3 ⇒ (3) + 3 = 6

On his next turn Eric will stand up and attack in the wolf..

Attack: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d8 + 4 ⇒ (2) + 4 = 6

Standing provokes but the wolf takes a -4 to attack


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

Eric hacks a the wolf in front on him..

Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d8 + 4 ⇒ (4) + 4 = 8


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

Cool, That work with channels as well? It magical..


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

Looks like one came within range of my readied attack, shall i take it?

Yea i guess ur right.. Got ahead sorry.. This round i was gonna cast my divine favor i guess.. Although i might just attack if hes in my face..


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

Not wanting to get surrounded by wolves Eric waits for his comrades to join him before advancing.. He holds a readied position should the wolves charge him.. Readied action to attack should they come at him..


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

On Eric's next turn he'll move 30' towards the wolves and cast Divine Favor


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

Ok cool.. I stated i wanted to move to AR 13 when i could.. I assume on the 2nd round..


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

"In the name of the Inheritor, what is going on out there.." Looking out.. "By the light! To arms people, savage wolves attack the town.." Pulling his sword he charges out into the street and casts Divine Favor.. Not trying to get to far ahead of my group.. Looking to get to around AR 13 if possible.. DO the wolves look like normal wolves or flesh hangin off ones?


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

Ok that works..


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

No place of worship for either of the PC deities? In that case Eric would be and the school/church helping teach etc..

Perc: 1d20 + 7 ⇒ (13) + 7 = 20
Perc: 1d20 + 7 ⇒ (16) + 7 = 23

Edit Just saw you said midnight.. He would be sleeping wherever he sleeps? Does Haldor Hall provide lodging for priests?


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

Eric is of normal stature.. 6' tall, 200 lbs he usually wears blue clerical robes over a set of leather armor.. He's decent with a longsword and morningstar.. He brandishes the holy symbol of Iomedae and works along side Bradford to bring the word to Haldors Spring, which he's been living in for some years now..


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

dotting


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

Gm plz remove me from the camp so it will stop showing on my camp tab.. thanks..


Ok i changed him up a bit.. Now semi capable in melee as well.. Didnt figure id need double 18 wis/cha if were only going to 7th.. Considering the Crusader Archetype as well.. Thoughts?

Also ill give the GM a big thumbs up if he would allow access to 1 trait.. Maybe a flaw to go along with it?


Yea i was more or less wondering "if" we won what level we'd be around.. Might rotate my stats around if its gonna be low is why i asked..


What level you see this going too?


Noted.. I hadn't changed his spelllist from the other camp yet.. Will pick another..


Applying with Eric.. I've made the changes required, I think .. Might wanns look him over.. I took dual talent giving +2 in wis/cha btw, just so you dont think its a 25 point buy..


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

Withdrawing as well.. Ill be applying shortly Zalar..


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

I'm borderline myself.. I have patience but starting a camp knowing there were mass amounts of tests coming might not have been the best thing..


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

I think its Oni and Jaxson with me yes? Oh and Jaxson's female friend..

Rushing into the lighthouse for safety Eric quickly sees he's not alone..
"Hello guys.. Im Eric Duponte, Cleric of Iomedae.. Dark times have hit us.. I've never seen people turn that fast.. Zombies.. We should stick together and search this place.. Tomorrow we'll see what we can find out around here.."

Take 20 search in the lighthouse yields a 25 Perc.. Searching for anything that might seem useful..

The next day he'll ask his group put what they do to a vote, so that everyone's input is had on what they should do..

I assume the church is in the market square or around there?

If so he'll suggest they make their way there because the church might have some idea of what's happening.. Plus there would be supplies to help vs undead in stock there..


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

dot


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

Mega Channeler Cleric is still here..


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

Is this another one of those fall aparts before its gets started?


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

Yea i thought thats what happened.. My last hours we're spent treating outlying houses for a "strange sickness" that i had yet to study in depth and my route back to the church has taken me past the lighthouse.. I also thought it wise to say i had medical/stuffs left over from the day as well :)


Use Items:
Channel Energy 5/7, Touch of Glory 6/6
HP 20/20 | AC 16 | T 11 | FF 15 | CMD 15 | Fort +4 | Ref +1 | Will +6 | Init +1 | Perc +8
Active Spells:

Eric had just finished up his hospice duties at some outlying farms when he made his way back to town.. "Man there sure is a weird sickness sweeping across the land.. 6 outa 7 families shown weird symptoms.. I'll have to get right to studying it on the marrow.." He tops the hill overlooking town and stops to enjoy the scenery.. As the sun fades he conitnues his path back to the church with the remaining medical supplies he carried with him..

Ok so we have 3 hours to prepare or is it just what have you been doing for 3 hours and then all the sudden zombie time? Because if its the first we prob need some sorta intro as to what happened etc etc..


I do have 9/day.. And then i have an aoe blind 7 times a day! Thats for running fyi.. Only thing that sucks is that they have to be less hd than me to blind em, so itll be a few levels before that works lol.. Perhaps i should switch that as i just realized its not so good.. Yea im swapping from Glory/Light to Heroism/Sun..


"Prepares for the future spamming of channel energy"


Adder a little backstory to Eric.. Not much just a little of where hes at in life..


Submitting Eric for consideration.. He's a Cleric of Iomedae..

Info is in his profile..


Bluff +8, (Ranks 2, +3 class, +2cha)
Heal +9, (Ranks 1, +3 class, +5 wis)
Knowledge (Arcana) +5, (Ranks 1, +3 class, +1 int)
Knowledge (Planes) +5, (Ranks 1, +3 class, +1 int)
Knowledge (Religion) +6, (Ranks 2, +3 class, +1 int)
Perception +12, (Ranks 4, +3 class, +5 wis)
Sense Motive +13, (Ranks 4, +3 class, +5 wis, +1 trait)
Spellcraft +5 (Ranks 1, +3 class, +1 int)
Stealth +9 (Ranks 4, +3 class, +2 dex)

20 Ranks, (Cleric 2+1int+1human+1class)x4=20


Extra Feat: Versatile Channel
Extra Skill: Stealth
Extra Trait: Suspicious


Pertaining to the questions:

Question 1:

1) What, exactly, can you bring to the Blood Knives? Be as specific and detailed as possible.

Eric brings to the table everything a good cleric should. Buffs, Healing, and some decent Skill checks(Esp. Perception and Sense Motive).
However he is also focused in Necromancy, so he can provide sos spells offensively and is able to animate additional bodies for any fight the group might have. He also has the ability to channel neg or pos energy, which makes him even more versatile.. He's also very sneaky for a cleric and with the trickery domain can be even more so.

Question 2:

2) You're able to survive and thrive quite nicely, where do you see yourself two years from the start of the game? In other words, what personal goals, outside of the anything to do with the Blood Knives, would you like to accomplish??

Maim, Torture, and Murder in the name of Norgorber. It matters not to him the when's and why's, just that it get's done. Doing this will advance him to greater heights with his diety and with greater power comes greater ability todo the things he loves most.

Question 3:

3) You're caught in the act. How do you get away? Answering "I never get caught" is the wrong answer and will get you feed to my pet Daemon

Eric has a full assortment of spells that can get him out tight spots, from invisibility, to disguise self and hold person if necessary. If backed into a wall he will not be takin alive and will do his best to kill as many as possible.

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