Fiendish Halfling

Gara Master of the Living Sand's page

44 posts. Alias of Swordwhale.


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Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

Hehe, thanks for avenging me guys and gj getting out alive.
Nice one-shot game.
See ya around :-)


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

guessing:
+ 5 strength (maybe one/two points from somewhere else? like weapon focus or something)
+ 1 bab
+ 4 from spending power points


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

The threat is the last sound that will ever leave the mouth of the half-elf, as a massive blind thrust crashes through his shield, arm AND armour, into his ribcage - killing Gara outright.
He topples onto the second man, showering him with blood and gore in the process.
Usually, Eidolons are immediately banished upon death, KO, whatnot of the summoner.
I am obviously fine if you rule otherwise, just wanting to note that ^^
Go, revenge me, Shadows!


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

Sand ... finally?: 1d20 + 1 ⇒ (7) + 1 = 8
Hell no, can it smell fresh blood?
Perception: 1d20 + 12 ⇒ (14) + 12 = 26
Meh, wish the rolls were the other way round ...
The sand creature, its strange body now of the color of arterial blood, moves sluggishly towards the noises of shouting and falling axes, walking straight into a thick barrel and climbing it up.
***
Meanwhile, Gara is face-to-face with several guards eager to lay into the shadows.
Feeling Zatinyas magic on him, he immediately discharges it into the face of the first man.
"She is right.
Aroc IS dead.
The Living Sand has come and took his life.
Give up hope and DESPAIR!"

Intimidate: 1d20 + 13 ⇒ (12) + 13 = 25
Should I try and hold them back until you guys can see again next round?
Otherwise I would fall back a step and draw them in, single-file through the door so we can lay into them from all sides.
Gara is a tank-only and can not fight at all due to shield penalties.
[ooc]Defensive stance, -1 Atk, +1 AC for 21


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

Gara does not even look at the man as he says:
"You will be dead before your man are here, traitor!"
Intimidate: 1d20 + 13 ⇒ (10) + 13 = 23
Shaken's -2 penalty should count for UMD as well since it is a skill check, right?
Otherwise, he simply prepares to face the enemies that soon will come through the door.
Defensive stand AC:24


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

Ick, not good, Sandy does not have Devotion yet...
Will-Sand: 1d20 + 0 ⇒ (3) + 0 = 3
Jup, that was to be expected...
Let's see how Gara handles

Will-Gara: 1d20 + 3 ⇒ (15) + 3 = 18
That's better.
But Gara does not have offensive power whatsoever, so I hope some of you kill that bastard, while sandy recovers...
Which cast level is it, aka how long is IT blinded?

Shaking off the effects, Gara pounders into the room and takes notice of its interior.
Seeing the door on the opposite side, he make his way over to block it with his towershield, trusting on his allies to attack the Tiefling.
Walk over to the door and going total defense there for an AC 24.
Gonna hold up his 'guards' by blocking the door with my body and shield.


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

As soon as Gara reaches the others, he will hold up three fingers...
Takes away one finger,
then another,
then kicks in the door and rushes in, tower shield raised, shouting at the first obvious enemy he sees with a steel-cold, cutting-edge voice.
"YOU WILL DIE - NOW!"
Intimidate: 1d20 + 13 ⇒ (1) + 13 = 14 vs d20+HD+Wis or get shaken
The Living Sand is hard on his heels, its hellish red eyes searching for its next prey ...


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

Gara rustles forward, noisy as a tipped collection of armour plates but quickly passed by Zatinya and Agaban for he is slowed down by the heavy shield he is carrying along.

***

Near the door, the Living Sand is ripping and tearing at the downed foe.
Rip&Tear!: 1d20 + 3 + 4 ⇒ (8) + 3 + 4 = 15
Bite: 1d6 + 2 ⇒ (6) + 2 = 8
Rip&Tear!: 1d20 + 3 + 4 ⇒ (19) + 3 + 4 = 26
Claw: 1d4 + 2 ⇒ (2) + 2 = 4
Rip&Tear!: 1d20 + 3 + 4 ⇒ (6) + 3 + 4 = 13
Claw: 1d4 + 2 ⇒ (4) + 2 = 6


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

Gara ties the man up with a full 30m of rope from his backpack, using a strip of the halflings own clothes to gag him.
He whispers into the mans ear while doing so.
"You're a smart coward - and lucky that my comrades are so forgiving and show you mercy.
Standing orders would have seen any witness killed and I am not as kind as them...
Stay here and wait for us to finish the job.
If I find you waiting here like a good, frightened boy, I'll untie you and let you enjoy your cowardly life.
If you move so much as a hands-with, I'll let the Living Sand utterly devour you."

That dealt with, Gara crosses the boarder, murmuring the Keyword and re-summons the demon to the other side of the border, since it cannot speak the keyword. One minute ritual to recall the Eidolon.
As soon as it reappears, he lets the sand-creature follow Lucien while staying far behind to not give them away with the heavy clank-clank of his chain shirt and the scraping of his tower shield over the walls of the tunnel.
Living Sand Stealth: 1d20 + 6 ⇒ (8) + 6 = 14


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

Having the demon guard the halfling, Gara lets himself fall back to the others a bit, talking low - but not low enough to prevent the halfling from hearing tidbits of the conversation.
"So, what do we do with him?
At least, we should bind and gag him, before pressing further on.
We can deal with him later - depending on the outcome of this, I'll let you show mercy on him if you want to."


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

Back at the other halfling, Gara snarls a evil grin as he feels the demon ripping and tearing into the body of the guard.
He turns to the still breathing one at his side with a blank expression.
"The Living Sand has tasted blood ... you better talk and make me satisfied with the answers for I will have to hold it off your throat once it returns.
Describe me the inside of the place, from the direction we will approach if we follow the tunnel.
How many side-ways, additional guards, traps, rooms, everything.
And make it quick, they are returning already..."

Heh, usually playing the 'good guy', this one is really a change :-)


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

"I'll wait here with him.
Fetch me if the way is clear."

Gara waves his hands in a difficult motion and utter a short series of arcane words, then a barely visible shine shortly outlining the gruesome figure of the living sand.
Cast mage armor on it.
Living Sand Awareness: 1d20 + 12 ⇒ (5) + 12 = 17
Living Sand Stealth: 1d20 + 6 ⇒ (9) + 6 = 15


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

Gara lets the Halfling just enough time to asses the situation he suddenly found himself in - surrounded by hostiles in a dark street corner - before pressing on with that ice-cold, emotionless voice.
"The time of your 'crew' has come to an end.
An abrupt and bloody end - whatever you tell us and even if you don't.
You may have a little chance to life yet, so tell us:
Where is that escape tunnel of yours?
We know that you have one."


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

I don't think I have another language due to Int 10.
Intimidate:
.. Trait for +1 and class skill (+3)
.. Attribute +4
.. Skill Focus (from half-Elf) +4
.. 1 Rank


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

The demeanour of Gara changes so abruptly, that it may seem like a totally different man has followed the halfling bro the shady sideway.
His voice calm, low and matter-of-fact like, eyes expressionless and devout of emotion.
"The deal is ... whether you want to die an agonizing death after long hours of torture and be fed by the Living Sand afterwards...
Or if you are cowardly enough to sell out your companions to their doom to save your own hide."

Intimidate: 1d20 + 13 ⇒ (15) + 13 = 28


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

Are we out of earshot and sight?


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

"DON'T BE STUPID BOY, COME WITH ME AND I'LL TEACH YOU PROPER MANNERS TOWARDS A MARRIED WOMAN!"


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

I'll just take the idea of Agaban then...
Seeing Zatinya walking out - mostly-naked - and interpreting the signs and whisper from Agaban right, Gara sights, and walks into the room like an enraged bull, crashing the door open with a body-check-fueled shield bash - the demon just behind him.
"I KNEW IT!!
I WARN'ED YA, WOMAN, AN HERE YA ARE DOIN IT AGAIN!
AND WITH A HALFLING TO TOP IT ALL!!!
I'M GONNA FEED HIM TO THE LIVING SAND! AND THROW YOU IN AFTERWARDS!
DRESS UP YOU FOOL AND FOLLOW ME OUT, SO WE CAN HAVE A NICE LONG TALK!"

Intimidate: 1d20 + 13 ⇒ (10) + 13 = 23
Either he complies and we can talk somewhere quiet,
or he wants to fight (then we have one less),
or maybe 'Zazi' wants to 'run away' with him from 'her crazy ex' to get his loyality?


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

I'll act and go with Agaban's awesome idea.
Sadly my stomach has downed me and it isn't easy to sit down and write a lengthy post atm ...


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

So I have two ideas how to play this.
Either gara is waiting until someone screams from within ... In a non-pleasure way.
Or simply walk in and threaten the hell out of the man - or feed him to Sandy once he is of no use to us anymore...


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

Sitting at the table with the others, Garage glances very at Zatnya at regular intervals.
She is good. But ... Does she have a plan?

As the odd couple heads upstairs, Garage will whisper to the others.
I'll head to our rooms, calling IT, I'll need a minute.
Then we should stand ready near their room."

Going upstairs just behind the halfling and our firery to summon the Eidolon and arm up - and know where their room is.


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

"Don't look at me like that, I won't touch it, let alone wear it.
I would look like an idiot wearing that."


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

1d20 + 2 ⇒ (11) + 2 = 13
"Hmmm, can't see a heart there.
Can we move back?
Standing around in the open like this, with a valuable thingy does not seem like a good idea."


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

As a note:
- Garas SLA summons persist for minutes/lvl rather than rounds/lvl
- So the dolphin would have 6 rounds of 'running' for a whooping total of 1920ft he could carry Agaban - probably enough to carry him across the entire lake
- Yeah it IS a dolphin xD
-> I use that alias for all my summons, and don't change the pic on every summon ^^

Gara is most obviously glad that someone ended the violent shaking of the boat.
Even more so, once they reach the shoreline.
As Agaban shows them his find, Gara seems not overly impressed.
"Can we sell that?
How much is it worth, what do you think?"


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

Doug, I messed up again. Somehow I though Lucien was swimming!
I meant Agaban of course!


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

Seeing the shapes that attack Lucien, Gara lets himself fall back into the middle of the boat, moments before arcane words of power echoe over the sea.
मैं तुम्हारा बुलाता हूँ,
नीले रंग का जानवर,
जरूरत में मेरे सहयोगी की सहायता करने के लिए।

SLA: Summon Monster I, 1min duration, standard action, dolphin
Only seconds later, a new, bigger form materialized just beside Lucien.
It is a streamlined creature with curious eyes and a powerful tail.
"Hold onto it Lucien!
It will bring you to safety quickly."

It has a swim speed of 80ft. I doubt those fish are faster than that...


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

"Of course he found trouble and brought it back with him ..."
Despite his rumbling, Garage extents an arm, hoping to quickly heel in the fishman.
1d20 ⇒ 5


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

"I wonder what takes him so long.
He can swim so fast ... shouldn't take him so long, should it?"


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

Gara will sit in the center of the boat, staring into the depths like it was about to swallow him whole, murmuring under his breath.
Using detect magic. Maybe the treasure is magic?


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

"Hmpf ... yeah ... fine ... I'll come along.
Splitting up can be dangerous."

Gara will remain silent during Zatinyas acquisition, glaring at the boat as if it would spring up and attack at any moment.

Heard that? Even Water-Guy isn't good at boating!
This is getting worse by the minute ...


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

Gara hasn't much to add during the nightly discussion, but adds:
"If we intend to use the shady bazar, we should try to keep a low profile until then.
Otherwise our target may sniff it and starts running."

At the last sentence of Agaban, Gara snorts.
"Someone could steal or destroy the scroll before he can use it.
Or we put him down before he can finish the invocation or at least hurt him enough, that the spell fails."

*** 3 ***
Gara takes the offered meal and eats it silently. When the others decide to go and search the lake for something or another, Gara will (verbally) back off.
He will offer to keep the warehouse under surveillance from their rooms, but some of you may suspect the real reason is the fact that Gara does not seem to like water.
At least, huge amounts of water, were one might drown.
From experience, you know that you can easily convince him to tag along with a good reason - or not a good reason plus pointing out that the mission requires it...
Just dropping a RP ball, feel free to ignore it and walk away with a 'yay, we got rid of that creep' :-)


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

Actually a good point.
If she is still not back, once the scouting ends, I guess Gara will go downstairs and look after her.
If she isn't there, he will let his Eidolon scout the area around the tavern while waiting for her return downstairs.


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

I don't think I like where this is heading, Zaza...
People getting illegal stuff and that are through with their business have the disturbing tendency to disappear in dark corners...

Gara will open the door for Lucien, letting him in.
"Well that worked out well, didn't it?
I thought, that you two had a decent chance to find the exit of their tunnels.
I'd bet they hid it somewhere in that hilly no-mans-land north of their base.
At least, I would hide it there..."


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

He refers to his Eidolon that way, most of the time.
Not wanting to use the word demon too often.
And 'The living Sand' is more of a metaphorical way.
Actually it is used in an old story about the dangers of the desert. Used to scare little kids such that they don't wander into the desert.
He will use the expression to scare people.
E.g. when he is using intimidate.
"... You better talk or the living sand will come and get you!
You don't believe me? Your bad, see there, its coming for you ..."
Something like that.


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

"I could either stay here ... as a kind of relay.
If IT is getting into trouble, I will know.
But IT cannot talk with others but me, so Lucien will be mostly on his own unless he gets into trouble.
IT will note anything suspicious and I can instruct IT to follow Lucien wherever he goes and probably warn him from danger by blocking his way.
On the other hand, I could come with them - but I am not as silent as either of them and may give them away...
What do you think Lucien, Agaban?


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

Staying behind and let everybody know if they run into trouble seems a good option as well, but I could accompany them as well.


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

No, Eidolons have no listed language.
They can communicate telepathically (over any range) with the summoner.
I could come with you (probably leaving my armor behind for a total +6 stealth) if you want to.
I wasn't sure whether you actually want to leave this night or 'only' get a good look on the place from our windows.


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

Gara is not really a fan of socializing, but seeing the approach his colleagues are taking, he will at least sit down on a table near the halfling and companion.
Maybe there is something interesting said?
Drinking fresh water, cleaning up his chainshirt from the dust and sand from the long travel, he hopes to get left alone while trying to listen in on their conversation.
perception: 1d20 + 2 ⇒ (4) + 2 = 6
But the tavern isn't exactly a quiet place and he quickly abandons that idea. After that, he will quickly say goodnight to the tavern-folk and go to his room, where he will allow the living sand to reform itself.
Using their strange link, he will send the creature out to the nightly town to scout the area (and the outside of the warehouse in particular) with its sharp senses and silent movement.
He commands it to stay in the shadows and away from the population (a command that meets heavy resistance though).
Eidolon Perception: 1d20 + 12 ⇒ (10) + 12 = 22
Eidolon Stealth: 1d20 + 6 ⇒ (13) + 6 = 19


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

Garas often blank expression turns into one of mild surprise and disbelief at the successful of the direct but friendly approach taken by the fiery woman.
"I like the idea of using their own tunnels to enter the warehouse.
A surprised enemy is a good enemy.
Only dead enemies are any better.
If we can single out a few of them beforehand, the better for us.
Maybe we can catch some on their way back from the black market, then attack their base through the tunnels, while their comrade don't miss them?"


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

In case of ranged fighting ...
I'll provide full cover with my tower shield and call them cowards ;-)

@Agaban: You don't have to pay 150g. It's basically 15g per 1 charge.

I can throw in something like 90g, for 6 additional charges.


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

Rubbing a bruise at the left shoulder, reminder for the truth in Agabans words, Gara nods with a blank (bored?) expression.
"Fine. Let's find a room then.
They should have some in that tavern over there, I'd guess."

He turns on the heels, closing his eyes and murmurs a series of arcane syllables, with both hands opened towards his companion:
अपने आप को छिपाओ, दानव!
The sand creature, starts to dissolve into whirrling sand, which starts to flow into the oval clay container on Garas back, until every last trace of the horrid creature disappeared.
All that remains, is the massive wodden tower shield, that was strapped to its back. Gara shoulders it with a grunt of effort before turning and following the others into the town.
Release Eidolon. Don't want to scare the townsfolk just now, eh?


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

Its really hard to find an alias with red hair.
If someone finds an alias icon that fits this more closely, I'd be happy.
Otherwise, just think away the long tongue or keep that picture in mind.

I guess I like the thumbscrew.
Helps with restraining casters as well! Could come in handy if we decide to bring back our target alive (which I somehow doubt).


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

Post times: anytime between 7:30 and 19:00 in UTC+1 (that's EST+5 fyi).

I have something like 90g remaining that I can spend on anything party-usual. I only have the most basic stuff yet, but am willing to spend quite a bit on wand charges.

Note: I changed my Eidolons Talent from skill focus to agile combatant. Dropping its perception from obscene 15 to still incredible 12. But opens trip&disarm maneuvers, which are awesome.

@GM: Are there tools for torture / threatening (providing intimidate boni?) And is Intimidate used for torture after all? Being evil and Intimidate focused, I consider this a very ... probably approach to gather intel. Mostly he will just use his Eidolon as a 'Motivator' but showing off some fearsome torture tools, usually helps as well.


Effects: none
Defense & Ressources:
AC:16(20)|12|14, HP:9/9, CMD: 12, Saves (F|R|W): 1|2|3, Perception: +2, Spells: 1st:2/2

The red-headed half-elf with that stoic, blank expression is walking at the rear of the group, his frightening companion following another two steps behind.
Looking over the town ahead of them, he grunts.
"So, how do we play this?
Knock at their door and rip them apart with all our spells and teeth, or what?
I can look for some shady dealers during the night and press some intel out of them if you want some information before our strike."