![]()
![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() Will have leveled Eric in a couple hours as well as disguise picked out. For now, HP: HP roll: 1d10 + 1 + 1 ⇒ (5) + 1 + 1 = 7 +1Con, +1 FC Skill points: +1 Intimidate, +1 K. Nobility, +1 K. Religion, +1 Bluff +1 Str for ability score bonus. 5 is much better than 1. I'll take it. ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() "Perhaps we should land lock the ship before we burn it. Don't want any pieces of the ship floating around to cause suspicion," said Eric in a flash of wisdom. Though it would be much easier with we had Jack to help haul it onto land... With a sigh, Eric goes about helping to round up valuables and any equipment worth scavanging. ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() Kargeld only has to make the will save if I succeeded in demoralizing him (Shaken) and beat his DC by 10+ (which would mean 3+ rounds of shaken). Though that'll only affect him for the coming round(s). This one is strong. He uses anger to further his might. Just like that big guy from the ravens. I got to take the attention off of Zerik. "Hey, come on coward! Leave the small fry and face me," shouts Eric at Kargeld. Yeah, I know. I'm the one that attacked him in the back... Taking another two-handed stroke, Eric brings his blade crashing down on Kargeld. Power Attack: 1d20 + 9 - 1 + 2 ⇒ (16) + 9 - 1 + 2 = 26 Attack, power attack, flank Damage: 1d8 + 7 + 3 ⇒ (8) + 7 + 3 = 18 ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() Earlier- Eric stays in contemplationg during his prayers. After a time he thinks better of his plan to sneak Timeon along. Lost what I had intended to post and too sleepy right now to try to re-do it all. Having drawn his sword, Eric smiles wickedly at the captiain. "You would be correct, captain. Our contract with you is complete. However, you're wrong about getting off this cursed island. You're not going anywhere," says Eric, his voice turning to a deep growl. Eric shouts, "Now, fall to your knees and beg," and pushes forward in a round-about way. If Kargeld is in the same square, Eric moves SE first, before moving back in. He attempts to pincer Kargeld with Zerik, watching where is friend takes up postion Setting up flank with wherever Zerik moves, if possible. Will accept an AoE if required. Intimidate on Kargeld: 1d20 + 15 + 4 ⇒ (14) + 15 + 4 = 33 Swift action 1/day from Omen trait to Demoralize Kargeld. The +4 is Class bonus against living creature within 10' while using demoralize. Intimdate + Aura of Obedience:
If Eric beats the DC to demoralize Kargeld by 10 or more, Eric issues one command to Kargeld: Fall (go prone). Kargeld gets a Will Save, DC:14 (10+1/2 level + Cha). Power Attack, 2H sword on Kargeld: 1d20 + 9 - 1 ⇒ (15) + 9 - 1 = 23 +2 if flank was established with Zerik.
![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() To Timeon:
"Let me see what I can do. If I cannot convince Fire-Axe to allow your involvement, then I will deliever your message. How can I find them? Oh, and I'd keep an eye on one of the sailors. Pay careful attention to his looks and mannerisms. That sailor might need you to take his place during his leave of absence." After his discussion with Timeon, Eric returns to respond to Fire-Axe's request. "One month? More than enough time. I trust you and the other tribes will be ready. The itch for that next kill never goes away." "Zerik, Nahia, Seren, Jack, we will have to re-work our plans. Since we will be down one important asset for entering the city, we will need to change our duties for this mission. Before bed this evening, we will need to meet. For now, enjoy the rest of the festivities." After a notion that he will be taking his leave, Eric moves to a more peaceful area of camp in which to offer his prayers to Asmodeus. ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() Speaking to Timeon: "I understand your desire to go with us. However, if you can not trust me, your friend, with the truth, then how am I to trust you with this important task we have at hand. If I were to your true intent, then perhaps myself and the others could convince Fire-Axe of your usefulness." ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() Eric stands up and motions for Timeon to follow. "Excuse us a moment." If allowed take a few steps away, Eric whispers to Timeon, "Out with it. I know you are hiding something. Whatever it is, you can tell me. Why is it so important that you go with us? I think Fire-Axe might be right. This mission is one that I am not sure you are ready to undertake. I trust your skill and knowledge, but I am not sure if your heart is black enough to do what must be done. At least not yet." ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() Can't make enemies of our allies. They are few in number right now.But I can't lose face either. Eric keeps a stern look on his face, not wanting to give a sign of weakness. "Timeon, come over here." Once Timeon is near, Eric speaks clearly to ensure that Fire-Axe hears him. "I need you to work with Fire-Axe and his people. They will need a map, and all the information you can give them about the knights and guards stationed there that you think will help them in this battle. This shall be your first task. While we are gone, I need you to learn what you can about our new allies. It would do you well to learn how to fight with weapons other than a sword. You never know when you might need to pick a new weapon on the battlefield. You are quick to learn and have a good knack for strategy. We may have to fight alongside them again one day. When that day comes, I'll be trusting you to take what you have learned and use it to ensure our victory on that day. Understood?" ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() "Yes, you are correct. We found them both as part of a set of trials made by the Cardinal. We slew Sir Balin in a matter of moments. He was strong of might and will, but not strong enough in his faith. Timeon took some convincing. It is amazing what one will accept when given a purpose and their life back," says Eric as he enjoys more of the food. ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() Eric points to the boy, Timeon. "We had planned to torture and kill this one, Timeon, for information. However, Asmodeus told me of greater plans. Though he has been hard to convert and not yet fully ready, one day he will be. He is intelligent and knows his way with a blade. He and I will raise a grand army of knights in Asmodeus's name. Being that he was a squire, he knows much about The Knights of Alerion. Everything else of my future depends on what Asmodeus commands of me." ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() Eric raises his glass and drinks alongside Fire-Axe. Breathing slowly out to quench the burning of the whiskey, Eric responds, "I was orphaned at a young age. I remember next to nothing of the ordeal other than looking for scraps of food wherever I could find them. Eventually, I was found and raised within the walls of a Mitran Orphanage to become one of the clergy. In those walls, all I learned was how unwanted and unneeded I was. Mitra dared neither to show me a shread of kindness nor the dignity of friendship. Every waking moment was a reminder of unanswered prayers and the misery and lonliness that was my life. That is how and when our father found me. But yes, those faithful to The Fallen One are forever united to his cause." ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() In meeting Sakkarot, Eric happily lets Nahia do the majority of the conversation carrying. When it is Eric's turn to share his thoughts and how he came to be in Cardinal Thorn's service, Eric simply says, "Asmodeus found me in my own hell. He wanted of me when no others cared of my existence. For that, I have sworn myself to his commands. I follow the Cardinal because Asmodeus commanded. And I am here by those same commands." During the feast, Eric initially starts to partake in the drink and food. After a time, he notices that Zerik is not sharing in the offerings. Eric ends his drinking, but pretends to continue enjoying in the feast. Later that night, when Zerik asks him to follow him, Eric obliges. Nodding in agreement, Eric goes back to his supplies to ensure everything her needs is easily available. ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() I was in a campaign that lasted about 3 years (played at least 1-2 sessions most weeks). I was a paladin (3rd Ed followed by 3.5 when it came out). That was my favorite character, though I'm not sure if it was my favorite campaign. He was fairly goody-good as was the original party. However, alot of 3.5 power builds catered to evil characters and thus most of the part turned evil. Eventually, the party split (this was just entering Epic levels, I think 22nd level). What happened is spoilered below. The reason that was my favorite character was because the entire campaign was fairly tragic. It was a big reason why most of the party went evil (save my pld, a druid, and bard). The story was centered around our characters and the DM was pretty sadistic. I enjoyed my character, because he really was like someone from the greek tragedies. Nothing worked out for him. Orphaned, his love interest murdered by someone he trusted, his god was slain and he lost his powers for a long time (which sucked soooo bad), his friends turned evil and he couldn't stop them from destorying their home city, same friends killed one of the party members (the bard was originally a cleric, but had to make a new character), and in the end all of his friends (good and bad) plus his golden dragon steed were died (he had to kill the evil ones, they killed his steed and the good friends). As far as his build, he was mostly built for mounted combat. He was my longest running character and maybe that was why I was so attached to him. Final adventure: The final "adventure" was just one large battle. Originally, it was supposed to be the 3 good party members (myself and two others) versus the 4 evil party members. The evil group had a prep session that the good party didn't get and in that session they managed to control all the planes of hell (I don't know how at 22nd level, so I called shenanigans, but no avail). My character was the only one standing, but it was mostly due to the artifacts I had collected (we each had some, but my had been the most tailored in order to try to keep the party together). That was actually the last time that group ever met. Was kinda sad. ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() On the Boat:
Eric is taking time to relax on the boat after the encounter with the patrol boat. When the water ambushers attack, Eric finds himself caught off guard. He watches as Nahia is taken down. "This wouldn't be happening if it weren't for me." Fighting his way with Timeon by his side, they try to relieve the pressure about Nahia to protect her from more harm. Eric takes several blows. Just as many times before now, Eric continues to push himself- unwilling to fall. When the last of the water creatures are dealt with, Eric cleans is blade before checking on Nahia. "Are you alright?" After that encounter, Eric takes it upon himself to be more vigilant the rest of the journey. He keeps watch until fatigue over takes him into exhaustion. This won't happen again. I must get stronger. For my companions.
Flexing his muscles, Eric stands stoically next to Seren. "Yes, let's play." Eric will aid Seren for her intimidate check.
Sorry, later than I promised. >.< ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() Eric plays up the lazy knight schtick. He lends an occasional hand, but never enough to be too helpful. When the normal ship's crew tries to tell him anything or give him dirty looks, Eric returns in kind with dark scowls of his own. Intimidate +15. Unless I get a bonus from the disguise :) Beyond his "help", Eric keeps a close watch on his friends and an even closer watch on Kargeld and his crew. When the patrol ship is called out, Eric waves Nahia and Seren over to him. "Care to lend me a hand? I think the three of us can handle this. Nahia, your way with words is beyond that of the rest of us. And Seren, both yours and Nahia's skills at seduction can catch the patrolmen off guard. My plan is simple. I will pretend to be from Balentyne. Timeon is my squire that will soon be graduating and obtaining his own knighthood. We are traveling north to trade furs. Nahia, you wouldn't happen to have a fur or two in your 'wardrobe' would you?" "Captain, do you have any of those deer skin's left?" shouts Eric. Then under his breath, Eric thinks outloud, "Hmm... what would the knights need from the north?" Eric turns to Timeon while he ponders his own question. Knowledge Nobility: 1d20 + 1 ⇒ (9) + 1 = 10
Trying to have Eric think if there is anything that the Knights or Church of Mitra might need/want from the north. ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() Yes, we will take him. Realized I never updated my crunch (thought I did, maybe didn't save it) nor changed my picture back. I will be giving my headband to Jack for his disguise. ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() @Nahia- Well, I'm sure we can share the cost or something. @Zerik- Glad you have returned! No worries on the delay. Might be better for you to go with Caravan Guard or merc of some type. I already have this lazy attitude with Eric's disguise and I am not sure it would be believeable with you being a squire. ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() I must say this has been my longest running pbp. Sadly, the one I had been least active (regularly) in as well. Hope he comes back too. ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() @NPC Loot- I has intended to take over Timeon's costs as needed. I figured later on when he fall more into the background of our organization and just demand payments in return. I do think Jack might be better off just taking a share as he has been fairly involved with the party. @DM Aku, that might be a much better idea. I'll change back to other Eric now and work it into the story. Soon.Ish. ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() I am okay with Jack, you, or Seren holding onto the potion of CLW. You can also hold the symbol, might be better that way. :) There needs to be items useful for other people soon. I'm in too much debt... ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() YAY! Go Timeon! and Everyone else! I had too many different ideas for Timeon, I wrote (but forgot) that Timeon loses the heavy armor proficiency. ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() At the manor after the toasting:
"Come let us gather our things and the others. I am sure Jack is itching to get out of this manor. I shall also be bringing along young Timeon. We shall see what that boy is made of," says Eric. "Oh, and I think it would be wise not only for us to take on a physical disguise, but perhaps disguise our entire intent. If Cardinal Thorn is hiring mercenaries, then mercenaries we should be."
Hope I am not messing things up too much by posting this... I am bad about forgetting to mention my ideas to others when I am rushed and multi-tasking... ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() @Nahia/everyone- In my haste to post this morning I did forget to leave a remark that we should avoid letting on that we are very close to the Cardinal. Also, know that we can take Timeon and Jack (I misunderstood, nothing new here, lol), then getting the armor re-fitted would be good afterall. EDIT: Rolling cost to get the suits resized to see if we have enough. Also, I noticed the text for resizing is only on the full plate. Should we assume the half-plate needs to be resized as well? Fullplate Resize: 2d4 ⇒ (2, 3) = 5 x100=500gp
![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() Since Timeon will not be joining us and it will only be a difference of 1 AC, I'll just stick with my half-plate until the time when I can fully get the full plate refitted. Saves some time and gp for now. @Seren, I'd assume it is better to just sell the mithral. Of course, if Zerik would like Mithral armor fashioned for him, we can go that route (other than the -ACP, mithral does nothing for my poor dex right now). ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() I am here really quick. I'll try to catch up for now. Eric bows to Cardinal Thorn. Placing the silver headband upon his head, Eric takes on a new appearance. His hair grows longer and shaggy. A scar appears over his right eye. Stuble covers his chin and cheeks as he imagines himself looking like a rugged, carefree mercenary. Upon meeting Captain Odenkirk, Eric looks about the ship before responding. "Yeah, we've been hired to watch over your ship. Don't take any unnecessary risks; we'd prefer to not have to do too much work as the pay isn't too great." Eric is trying to bluff the Captain. Make him think the group isn't as involved with Cardinal Thorn's plans as we truely are. Hoping he thinks we are just another band of misfit mercenaries. ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() Not sure how active I'll be this week. My senior analyst is "sick" and will be ou tthe rest of the week. Again. So I gotta pull double duty in the lab. ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() @DM- Not sure why I didn't think about that...Guess it was a bad day to not drink coffee. I'll edit my post for that. ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() Small edit. Mostly in the discussion with Timeon.
Final Discussion with Timeon:
Before Timeon can speak another word, Eric unshackles Timeon from the torture rack. "Trust in me. Trust in Asmodeus. Trust in yourself. Do this, and you will not die. Do this, and you will see the wrong that Mitra and those that blindly follow that damning god have commited onto those such as us. We will live and persevere. When the time comes, we will find the justice we deserve. Follow us, and I shall protect you until the time in which you can protect yourself unaided. Before we can seek that justice, we will need our own army to fight against Mitran's warriors. I know that this will not be an easy war. The Knights of Alerion are powerful, but the power of Asmodeus is stronger. Help me find and create our own order. One dedicated to Asmodeus. You and I will lead this army of knights to bring down those fools. When you are ready to stand on your own, you will be an equal to my companions and I. Once you have proven yourself, I will not expect you to serve me, but rather, with me." Eric gathers the gear left on the floor and motions for Timeon to follow. He shows him no distrust, expecting him to obey. Eric hopes this sign of good faith will give Timeon reason enough to follow.
Five months of Training: Eric awakens each morning with a prayer to Asmodeus. At first, Timeon does not participate in the ritual, but eventually Eric forces him to at least pretend. After the morning prayers, Eric and Timeon eat simple, light breakfasts so that they may immediately begin training.
Training is simple at first. Eric has to learn of Timeon potential. Though the two are near in age with Eric three years his elder, Timeon and Eric are far from similar. Eric is strong of presence and might; whereas Timeon is strong for his age but no where near as strong as Eric. What Timeon lacks in strength he makes up for with his increased agility, higher endurance, and his knack for learning. Timeon handles his sword with a higher level of skill and technique than Eric; his prior training with the knights included swordplay. Whenever Zerik was available, Eric took each opportunity to spar with him. Eric realized that though he would never be as graceful or enduring as Zerik, he could hold his own by alternating between focusing on his defense and unleash powerful counter-attacks when the opportunity presented himself. Many times, Timeon would join in with the two in order to learn how they each fought in turn. On occasions, Eric and Timeon would spar with the overwhelmingly powerful Jack. Eric stayed true to his promise to keep the squire alive. It was in these sessions with Jack, that Eric and Timeon worked on combining their defenses; creating a near impenetrable wall of steel. When the master was around, Eric and Timeon spent their time learning all that he had to teach them about the ways of Asmodeus. The master also taught them what he could of commanding the battlefields. Whenever the master was not around, Eric would spend this time telling Timeon all he had learned about the Fallen and how he found his faith. Timeon in turn would tell Eric what he knew of the knights and nobles in the city. This is where the knowledge nobility comes from. There were times when the master took the group for much harsher, more grueling tasks. Eric held fast to the faith in his god to keep himself from breaking under the pressure. Eric could see that Timeon's faith in himself as well as all the gods was lacking and his will to to keep on often failed him. Eric took this as a sign to protect Timeon from the worst of assaults. In time, the two perfected their wall of steel. Shield Wall feat for them both. As Timeon's faith in himself grew stronger, he began to realize his potential. Timeon was a fast learning, and had a knack for seeing the full picture of battle. His mind was well suited for uncovering innovative ways of solving issues. With Eric's commanding, intimidating presence, the two each found their own way to come out on top of what was thrown at them and their companions. During the down times, as rare as they present themselves, Eric asks around the mansion trying to find someone to adjust both sets of armor. One for himself, the other for Timeon. If unable to get both altered, he will seek to alter only the fullplate, for Timeon. Eric and Timeon discuss the details of their order they wish to create. During this time, they do not seek out new members because their intent is to become strong enough to later garner those followers.If both can be altered, Eric will give Timeon the half-plate for now. ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() Take care, DM! Hope things go better!. Gives me time to work all my stuff out, lol. @DM and Seren- Thanks! Eric's level up info:
Feat: Shield Wall Will change the intimidate to bluff 1 rank and the feat to Feint Partner is Zerik wants to go with that team work feat. Class abilities: Cruelty: Commanded, Plague Bringer, Aura of Obedience. I think that covers everything. ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() Oh forgot to mention, @Zerik- I was also considering giving Timeon the "Feint Partner" teamwork feat instead of shield wall. If you would like it (Timean will try to feint, and if he is succesful, then anyone adjacent to Timeon with that feat also gets the benefit of the Feint to their next attack). If you want me to go that route, I'll change it as well as my next feat so that we both get the bonus. Otherwise, I'm going to use shield wall to keep Timeon alive and so Eric can tank better. ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() Not sure that 5 months is enough time to turn Timeon completely to lawful evil. Maybe in that time I can make him to LN and then later to evil. Because of that, I'll have him just go fighter for now (debating on the Weapon Bearer Squire Archetype or the Tactician). If he does join us in combat, I think he will mostly be used for Aid another and such. If anyone wants to have team work feats with him as he grows, let me know. I am going to go with Shield Wall for his first team work (and take it myself, changing my inital feat path). So far for Timeon's Stats using 15 point buy I have: Str 14 (12+2 Human, 2 points), Dex 13 (3 pts), Con 14 (5 pts), Int 13 (3 pts), Wis 10 (0 pts), Cha 12 (2 pts). His starting Feats are: Weapon Focus (Longsword) human feat as per DM, and Shield Wall (teamwork, 1st level feat). Thoughts anyone? EDIT: Here is Timeon thus far. He is not quite finished though. Let me know what you guys think. Also, DM Aku, did he have anything in the dungeon? If not, I'll slowly start buying him equipment from my share of treasure (after I pay back my armor). Timeon of Balentyne (NPC):
Human Fighter (Tactician) 1 LN Medium humanoid (human) Init +1; Perception +0 -------------------- Defense -------------------- AC 11 (), touch 11, flat-footed (+1 Dex, +8 armor, +2 shield) hp 23 (2d10+2+2FC) Fort +7, Ref +3, Will +8 (*+1 All Saves vs. Divine Spells) -------------------- Offense -------------------- Speed 30 ft. () Melee: Longsword +4 (1d8+2 19-20/x2) Ranged: -------------------- Statistics -------------------- Str 14, Dex 13, Con 14, Int 13, Wis 10, Cha 12 Base Atk +1; CMB +3; CMD 14 Feats Weapon Focus (Longsword), Shield Wall (teamwork) Skills (6) Knowledge (Religion) +2 (1 rank), Knowledge (Nobility) +5 (1 rank, class), Knowledge (Local) +2 (1 rank), Linguistics +5 (1 rank, class), Profession (soldier) (1 rank, class), Intimidate +5 (1 rank, class)
Bonus Feats
Weapon and Armor Proficiency
Also, for new trait, Eric is taking: “Strike first, strike ruthlessly and thus be victorious” Cardinal Thorn has taught you never to shirk or hesitate in a combat. You gain a +2 trait bonus on Initiative checks. HP: 1d10 + 1 ⇒ (10) + 1 = 11 ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() Warpriest was pretty decent. There were a few things I thought that could have been done differently. I think with his size and strength, plus his wisdom later on and Seren's teachings, he will do quite well. :) Need to work on little Timeon and my 5 month RP now. ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() After Balin dies:
Eric catches to symbol that Nahia tosses to him. Then, he helps Nahia relieve Sir Balin of his equipment. He watches for a moment as Nahia removes the heart and before remembering about the squire. "You know, there is something I want to do before we go. Let me go check on the kid," says Eric taking the breastplate section of the fullplate armor. "I'll be back to help carry the rest out."
Discussion with the squire:
This is assuming the squire has not found a way to escape. Eric walks into the room, a quiet confidence in his stride. He stops a few feet away from the squire still bound to the rack and dangles the Balin's holy symbol in front of him. Cocking his head to one side, Eric tosses the section of Sir Balin's armor at the squire's feet. He stands there a short while in perfect silence. Eric slowly removes pieces of his own armor as he speaks. "Tell me, Timeon of Balentyne, have you had time to reflect? Your master, Sir Balin, fell quickly to the power of our Father. Know this, he did not beg. He did not cower. If anything, he died for his faith and I applaud him for that. When my time comes, I shall do the same as my faith is absolute. You are young. Yet, here in the city of your god and again in this dark prison you find yourself in, your god has left you. Like me, Mitra never smiled upon us. Like me, Mitra abandoned you. When I knew the truth, I went looking for one that could understand my pain. Understand my suffering. In the lonely abyss that was my life, Asmodeus found me." Eric then shows the brand of the forsaken upon his back to Timeon. He keeps his back turned as he continues. "When I was taken, I did not beg. I did not resist. I let them take me. I had desecrated Mitra's temple, and wrote our father's name on the walls. I wanted them to know. When they threw me in that hell hole known as Banderscar, I prayed to Asmodeus. I told him, 'Free me and I shall forever be your servant, your instrument of destruction. Free me and I shall forever seek to undo the injustice done unto us. Free me and I shall bring them all to their knees.' Then he freed me and the others." Eric turns to face the boy once more. "You can choose to die here. Die a fool. Die for a cause and a god that never wanted you. A god that showed you neither favor nor mercy. Or, you can live. Devote yourself to a god that does care. A god that understands your pain. A god that will grant you the power to face the injustices in this world. The power to bring about change for what we truely need. Now choose, Timeon of Balentyne. Choose!" Diplomacy: 1d20 + 3 ⇒ (8) + 3 = 11 Hoping the theatrics will give me a litle bonus here. But I'm sure that with his starting attitude, I rolled way too low...Should have went with intimidate.
I will post more here after abit. Gotta get some work done. Will come back to work on the manor stuff and more of this if ready. ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() Hmm... well, if he doesn't use armor, he could go monk. I mean, that's an extra +3 AC without having to spend money on him. XD But I tend to agree with having him go fighter. Get him a better weapon than the great club and let him gain those extra feats. ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() I tend to have bad luck with dice rolls whenever I'm a PC. In my group's kingmaker game that took us about 3 years to finish (we went passed the normal story and ended with an epic session at level 20), I played a Magus Kensai. I had a scimitar with 15-20 threat range (improved critical). I scored a crit once... I had maybe 3 or 4 threats in the entire adventure path. My confirmation for crits was always a higher bonus than my attack bonus, but I managed to almost always roll 1 or 2 when it was time to confirm. It was very depressing. On the flip side, at least one player either drops or nears dropping every encounter (even easy ones) because my dice are completely different when I'm DMing. I normally have to fudge dice numbers to prevent TPKs... ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() It's okay. Though, it also hinders my, "I'll make you submit to me." plan... Power Attack: 1d20 + 8 - 1 + 3 ⇒ (17) + 8 - 1 + 3 = 27 Attack, PA, Smite.
Intimidate: 1d20 + 13 ⇒ (11) + 13 = 24 Swift Action for the Omen trait 1/day to demoralize enemy in combat.
![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() Gripping his sword tighter, Eric rushes towards Sir Balin. "The flames of Asmodeus will burn all traces of you Mitran scum!" shouts Eric as he charges. He channels his dark powers to smite the knight Swift Action, Smite Good. Whether he is good or not, Eric is using his smite good ability. If he is not good then I guess I just wasted it. Charge w/ Power Attack + Smite: 1d20 + 8 + 2 - 1 + 3 + 1 ⇒ (5) + 8 + 2 - 1 + 3 + 1 = 18
Eric's Ac 18/8Touch/18Flat-footed or ifSir Balin is good: 21/11/21 ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() I may try to take the little sap under my wing. If he fails, well, we can kill him later. "Contemplate on the blessings you have received today. We are going to see what this 'Sir Balin' is made of. When I return, you will have a choice to make: A swift death for your cooperation or follow us and serve the Fallen One, Asmodeus. The way I see your choices, you can keep praying and see if Mitra will save you here in this forsaken place and maybe die a martyr for one that never cared about you, or you can pray to our Lord and be free to live a little while longer," says Eric. He leaves the boy attached to the rack, but does not torture him. Once with his companions, he retrieves the key. "I'm ready to finish these trials whenever you all are." ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() "Alright you little worm. Tell us everything you know about why you are here, who brought you, and anything else that you think we want to know. Otherwise, we are going to have play time and then when we get bored, feed you to our big friend Jack. Now spit it out!" It's okay. I've seen plenty of horror movies. If it comes to the torture, then I'll just assume it happened like one of those and skip posting anything other than "we torture him." :) And normally, I'm the moral compass of the group... ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() Ya know, we might be able to get out of this without torturing him. I mean, maybe we can just scare him (more) into helping us. ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() Intimidate Aid Check for Seren: 1d20 + 14 ⇒ (1) + 14 = 15 "Tell you what you little wretch. You can pray to Mitra and see if she comes to save you. Or, you can submit to the will of Asmodeus and follow us until the end of your days. What's it going to be?" says Eric, ignoring the filth and grime. ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() "Ah, looks like you found us a little weasel," says Eric. Eric will then grab the youth. Grapple: 1d20 + 7 ⇒ (1) + 7 = 8 If successful, Eric will continue and make his way to dragging the youth to the rack and attempt to put him into it. Well... that sucks... and is pretty embarrasing... ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() "I'm not finding anything either. Maybe we are meant to find someone and bring them here?" says Eric. "Let's just go back to the door with the iron bands. Perhaps there, we will find the one meant for this riddle." ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() Seeing Zerik fall a second time, Eric steps up next to his companion, covering Seren while she cures their fallen friend. He shouts with determination as he strikes the zombie. Power Attack: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23 Going ahead and using guidance
____________________________
Trying to relieve some of the tension for his friends, Eric said jokingly, "Those corpses acted like you owed them money or something, Zerik." Walking into the room, Eric looks about for a moment, then reaches for the iron key. ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() Well, the way I see it, these nine trials should be difficult. Gotta make sure we are worthy enough. If you wouldn't have said anything, I would assumed that this was how it was meant to go, lol. ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() @ Zerik- Sadly, depending on how you read the acrobatics skill you either:
This was something that came up in my table-top group a few weeks ago. ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() Saving Guidance for a save. Seeing another zombie crumble before Jack, Eric takes it upon himself to try to finish this one off as well. He pulls his shield back as he raises his sword high above his head and cleaving through the air with all his efforts. Power Attack: 1d20 + 7 ⇒ (20) + 7 = 27
Critical Threat Confirmation: 1d20 + 7 ⇒ (6) + 7 = 13 Doubt it confirms, but if so, 22 damage instead. Ac back to normal for this round. ![]()
Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7
![]() Having recovered from the previous bout of nausea, Eric takes the opportunity to counter-attack the zombie that missed him, but takes precautions to avoid being hit himself. Fighting Defensively: 1d20 + 4 ⇒ (11) + 4 = 15
AC22/Touch12/FF20 for this round.
|