I am throwing Garrett into the mix. His stats are in his Profile.
Background:
Garret is an average sized halfling. He is clean shaven and has blonde hair with blue eyes. He has learned to blend into the background and often goes unnoticed as he moved about Vigil.
Garret was apprenticed to a dwarven merchant company called Thren's Goods. He learned much about understanding an items value and trade from working with the merchants. As he grew older, he started joining in on some of the wagon trains that helped bring goods from Vigil to other towns and castles in the area.
Recently, a group of rogues have been trying to get Garrett to turn on the dwarves and when he mentioned it to the dwarves they seemed suspicious of him. Concerned by this turn of events, Garret decided it was time for a change of scenery and headed to Trunau to see if his skills with locks and merchandise might provide a good life in the small town.
What does Garrett do?:
Garrett is a rogue who is built to be a ranged sniper. He can hide in Urban areas without needing cover or concealment and he reduces the penalty to remain hidden while sniping. Eventually, he will ignore all the penalties to sniping making him a consistent ranged threat. Outside of Urban areas he can hide behind Medium or larger sized characters allowing him to still do his thing when we are not in buildings or city streets. He will focus on being an excellent rogue who can find and remove traps. H
He is also skilled in Diplomacy and Use Magic Device to assist with side things that the group may need as we go through the adventure path.
I would like to throw in my hat with Garrett Goodbarrel.
Background:
Garret is an average sized halfling. He is clean shaven and has blonde hair with blue eyes. He has learned to blend into the background and often goes unnoticed as he moved about Vigil.
Garret was apprenticed to a dwarven merchant company called Thren's Goods. He learned much about understanding an items value and trade from working with the merchants. As he grew older, he started joining in on some of the wagon trains that helped bring goods from Vigil to other towns and castles in the area.
Recently, a group of rogues have been trying to get Garrett to turn on the dwarves and when he mentioned it to the dwarves they seemed suspicious of him. Concerned by this turn of events, Garret and a dwarven friend named Bjorn Thren decided it was time for a change of scenery and headed to Trunau to see if their skills with locks and merchandise might provide a good life in the small town.
In the attack on Trunau, Bjorn was killed and Garrett decided that some vengence needed to happen at the loss of his friend. When an expedition to go and find those responsible was called for, Garrett stepped forward to offer and help find and deal with the foul attackers.
What Does Garrett Do?:
Garret is a sniper rogue. He is skilled at finding and handling traps. He is also very stealthy and has focused on Sniping in combat. This means that he can stay hidden while shooting in combat. Between his Rogue Talent (Superior Sniper) and the Improved Sniping Feat Garrett has no penalty to Stealth checks while Sniping so it is very likely to work. In Urban areas (buildings, streets or sewers) he can hide in normal or shadowy light without needing anything to hide behind or concealment. In other terrain, Garrett can hide behind creatures that are at least one size category larger then he is.
Acrobatics +8, Appraise +6, Diplomacy +7, Disable Device +10 (11), Escape Artist +8, Knowledge: Dungeon +6, Knowledge: Local +6, Linguistics +6, Perception +5 (6), Sleight of Hand +10, Stealth +14, Use Magic Device +5
Halfling Rogue 1; Init +4; HP: 10/10; AC 18, Touch 15, FF 14 (+2 vs Giants); Fort +1, Ref +7, Will +1; Perception +5 (6);
"My parents sell hammers and nails, not armor. I think we would need to look in a different part of town for that. Assuming we were not looking to find "used" items" Garrett says.
Acrobatics +8, Appraise +6, Diplomacy +7, Disable Device +10 (11), Escape Artist +8, Knowledge: Dungeon +6, Knowledge: Local +6, Linguistics +6, Perception +5 (6), Sleight of Hand +10, Stealth +14, Use Magic Device +5
Halfling Rogue 1; Init +4; HP: 10/10; AC 18, Touch 15, FF 14 (+2 vs Giants); Fort +1, Ref +7, Will +1; Perception +5 (6);
"This is very disturbing. I am going to head on to my parent's shop. But finding out who did this may be important so that others in the area do not face a similar fate." Garrett says leaving the unsaid thought of how close his family is hanging in the air as he turns to move on.
Acrobatics +8, Appraise +6, Diplomacy +7, Disable Device +10 (11), Escape Artist +8, Knowledge: Dungeon +6, Knowledge: Local +6, Linguistics +6, Perception +5 (6), Sleight of Hand +10, Stealth +14, Use Magic Device +5
Halfling Rogue 1; Init +4; HP: 10/10; AC 18, Touch 15, FF 14 (+2 vs Giants); Fort +1, Ref +7, Will +1; Perception +5 (6);
Does the sheet have the total amount each of us have received so far? Or should I be pouring through the boards to see notes when money is distributed?
Acrobatics +8, Appraise +6, Diplomacy +7, Disable Device +10 (11), Escape Artist +8, Knowledge: Dungeon +6, Knowledge: Local +6, Linguistics +6, Perception +5 (6), Sleight of Hand +10, Stealth +14, Use Magic Device +5
Halfling Rogue 1; Init +4; HP: 10/10; AC 18, Touch 15, FF 14 (+2 vs Giants); Fort +1, Ref +7, Will +1; Perception +5 (6);
"That is a nice reward." Garrett says. He then looks at Audria and says, "My family runs a small tool and supply shop for laborers in and around the docks. Some of the tools are what was used to frame my father. That's why I joined in on taking down Lamm. My mom runs the place now with my brother and sister. I find it hard to be there without dad around."
Acrobatics +8, Appraise +6, Diplomacy +7, Disable Device +10 (11), Escape Artist +8, Knowledge: Dungeon +6, Knowledge: Local +6, Linguistics +6, Perception +5 (6), Sleight of Hand +10, Stealth +14, Use Magic Device +5
Halfling Rogue 1; Init +4; HP: 10/10; AC 18, Touch 15, FF 14 (+2 vs Giants); Fort +1, Ref +7, Will +1; Perception +5 (6);
"My family couldn't afford a shop in the temple district. We will need to go down by the docks. You are all welcome to come alongand meet my family." Garrett says as he walks along the street.
Acrobatics +8, Appraise +6, Diplomacy +7, Disable Device +10 (11), Escape Artist +8, Knowledge: Dungeon +6, Knowledge: Local +6, Linguistics +6, Perception +5 (6), Sleight of Hand +10, Stealth +14, Use Magic Device +5
Halfling Rogue 1; Init +4; HP: 10/10; AC 18, Touch 15, FF 14 (+2 vs Giants); Fort +1, Ref +7, Will +1; Perception +5 (6);
"We found it among all the crazy things going on out there. Do you know there are imps just flying down the street?" Garrett says with a wide eyed shake of his head as a way to avoid fully answering the question.
Acrobatics +8, Appraise +6, Diplomacy +7, Disable Device +10 (11), Escape Artist +8, Knowledge: Dungeon +6, Knowledge: Local +6, Linguistics +6, Perception +5 (6), Sleight of Hand +10, Stealth +14, Use Magic Device +5
Halfling Rogue 1; Init +4; HP: 10/10; AC 18, Touch 15, FF 14 (+2 vs Giants); Fort +1, Ref +7, Will +1; Perception +5 (6);
Garrett nods at Pipp, and says, "Breakfast sounds good. Hopefully, by the time we finish that everyone will return and we can go get the reward before lunch!"
Acrobatics +8, Appraise +6, Diplomacy +7, Disable Device +10 (11), Escape Artist +8, Knowledge: Dungeon +6, Knowledge: Local +6, Linguistics +6, Perception +5 (6), Sleight of Hand +10, Stealth +14, Use Magic Device +5
Halfling Rogue 1; Init +4; HP: 10/10; AC 18, Touch 15, FF 14 (+2 vs Giants); Fort +1, Ref +7, Will +1; Perception +5 (6);
Desert Inverted:
Garret kneels before one of the shelves along the front wall working on stocking. His father is talking to some workers who came in looking for supplies. A few others are moving through the aisles looking for what they need. The door bell jingles and a waft of stale fish must comes in with the sound of a yapping dog. Old Ms Littleflow and her dog Ginger came in. The dog was always with her and seemed to never stop yapping. She lived in a rotting shed over an old fishing warf. She often came in looking to see if there were sells to improve her small home, but she never really bought. Unfortunately, she also tended to drive other customers away.
The workers around the counter saw her coming in and quickly made their goodbyes known as they hustled out the front door.
The elder halfling went to the counter and said, "Good morning Mr. Goodbarrell, I was wondering if you have any spare wood pieces." Garrett's father gave her a pleasant smile and the two began to discuss wood. A pair of feet shuffled past Garrett as another customer quickly exited the store. Garrett slowed his work restocking and listened to his father as he talked to the elder halfling woman and the shop cleared until it was only the three halfling and the yapping dog that Garrett's father was feeding a piece of beef jerky too.
After a lengthy talk, Ms Littleflow left the store and Garrett stood up and walked over to his dad shaking his head. "You have the patience of a saint." he told his father.
Abe laughed and says, "Ms Littleflow means only good for those around her. Being kind to others brings a little kindness back into your own life lad."
Garret shakes his head as he slowly wakes, the memory of the throbbing headache from listening to the yapping dog still echoing in his head.
How many Harrow points should we have? Just 2 or were we supposed to have points from earlier?
Acrobatics +8, Appraise +6, Diplomacy +7, Disable Device +10 (11), Escape Artist +8, Knowledge: Dungeon +6, Knowledge: Local +6, Linguistics +6, Perception +5 (6), Sleight of Hand +10, Stealth +14, Use Magic Device +5
Halfling Rogue 1; Init +4; HP: 10/10; AC 18, Touch 15, FF 14 (+2 vs Giants); Fort +1, Ref +7, Will +1; Perception +5 (6);
Autopilot:
I am totally fine with having to say when we detect magic, search, etc. I just think there should be some leniency for intent. I was in a Spycraft game once and we found a crashed private plane. We went in and said we searched it and looked around. The GM said you find nothing. For the next 15 minutes we were at a total loss and then he told us the problem was we did not specify that we searched the bathroom on the plane even though we had spent the last 15 minutes trying to name everything we could think of. It caused a tiff.
So, in short if I say I search the door, I as a player expect that I find anything and everything there is to find with the door. If I have to specify that I am checking for traps, and then locks, and then writing on the wall, etc. I think it gets to be unnecessarily confrontational.
Acrobatics +8, Appraise +6, Diplomacy +7, Disable Device +10 (11), Escape Artist +8, Knowledge: Dungeon +6, Knowledge: Local +6, Linguistics +6, Perception +5 (6), Sleight of Hand +10, Stealth +14, Use Magic Device +5
Halfling Rogue 1; Init +4; HP: 10/10; AC 18, Touch 15, FF 14 (+2 vs Giants); Fort +1, Ref +7, Will +1; Perception +5 (6);
"I could use coin more then good will. But we will see when we get there." Garret chimes in as he hurries to keep up with the long legs. He then adds in, "We could probably round up all the kids if we take the time to ask around."
Snipe Stealth- No penalty for Sniping:1d20 + 12 ⇒ (8) + 12 = 20
IF he does not see me I get +1 to hit and sneak attack. So a flat footed 17 for 9 damage. If he sees me I hit a 16 for a whopping 3 damage. If I miss does my arrow survive? Durable arrows are on the shopping list!
Acrobatics +8, Appraise +6, Diplomacy +7, Disable Device +10 (11), Escape Artist +8, Knowledge: Dungeon +6, Knowledge: Local +6, Linguistics +6, Perception +5 (6), Sleight of Hand +10, Stealth +14, Use Magic Device +5
Halfling Rogue 1; Init +4; HP: 10/10; AC 18, Touch 15, FF 14 (+2 vs Giants); Fort +1, Ref +7, Will +1; Perception +5 (6);
Garrett moves forward stealthily and takes another shot!
I move forward at full speed and will take the penalty for it. I am still outside of the range for sneak attack, but it might not see it coming anyway.
Acrobatics +8, Appraise +6, Diplomacy +7, Disable Device +10 (11), Escape Artist +8, Knowledge: Dungeon +6, Knowledge: Local +6, Linguistics +6, Perception +5 (6), Sleight of Hand +10, Stealth +14, Use Magic Device +5
Halfling Rogue 1; Init +4; HP: 10/10; AC 18, Touch 15, FF 14 (+2 vs Giants); Fort +1, Ref +7, Will +1; Perception +5 (6);
Hearing the arguing continue Garrett shakes his head and says, "I think we should work on just getting along. Right now this place is falling apart and we need each other. We can work on how to address bullies in the future. For now lets get the kids and go." He looks at the man and smiles at him as he says, "A good deed would not hurt any of us. If you want to help then come along. If not then perhaps we can part ways and all forget this nasty ordeal took place."
Diplomacy:1d20 + 1 ⇒ (12) + 1 = 13
I am hoping to part ways amicably with him if possible.
Acrobatics +8, Appraise +6, Diplomacy +7, Disable Device +10 (11), Escape Artist +8, Knowledge: Dungeon +6, Knowledge: Local +6, Linguistics +6, Perception +5 (6), Sleight of Hand +10, Stealth +14, Use Magic Device +5
Halfling Rogue 1; Init +4; HP: 10/10; AC 18, Touch 15, FF 14 (+2 vs Giants); Fort +1, Ref +7, Will +1; Perception +5 (6);
Perception:1d20 + 7 ⇒ (1) + 7 = 8
Garret is rather oblivious to what is going on as he watches to make see if the man will make it. "We should move on sooner rater then later." the halfling suggests as soon as they are done patching the man up.
Acrobatics +8, Appraise +6, Diplomacy +7, Disable Device +10 (11), Escape Artist +8, Knowledge: Dungeon +6, Knowledge: Local +6, Linguistics +6, Perception +5 (6), Sleight of Hand +10, Stealth +14, Use Magic Device +5
Halfling Rogue 1; Init +4; HP: 10/10; AC 18, Touch 15, FF 14 (+2 vs Giants); Fort +1, Ref +7, Will +1; Perception +5 (6);
Garrett needs to get some blunt arrows. But I just think we need to be careful. If people pull out lethal damage first then we may start to get a reputation if not out right arrested.
Acrobatics +8, Appraise +6, Diplomacy +7, Disable Device +10 (11), Escape Artist +8, Knowledge: Dungeon +6, Knowledge: Local +6, Linguistics +6, Perception +5 (6), Sleight of Hand +10, Stealth +14, Use Magic Device +5
Halfling Rogue 1; Init +4; HP: 10/10; AC 18, Touch 15, FF 14 (+2 vs Giants); Fort +1, Ref +7, Will +1; Perception +5 (6);
Garrett steps back out of the shadows and looks at the men running. The asks, "Is he alive? I think we need to be careful about leaving trails of bodies in our wake. The local constables or hellknights would likely not approve."
Acrobatics +8, Appraise +6, Diplomacy +7, Disable Device +10 (11), Escape Artist +8, Knowledge: Dungeon +6, Knowledge: Local +6, Linguistics +6, Perception +5 (6), Sleight of Hand +10, Stealth +14, Use Magic Device +5
Halfling Rogue 1; Init +4; HP: 10/10; AC 18, Touch 15, FF 14 (+2 vs Giants); Fort +1, Ref +7, Will +1; Perception +5 (6);
Garrett slides into the shadows and moves to get a clear shot at one of the men threatening his new allies.
I rolled early. I have a 20 on Stealth and spend my turn just moving and hiding to get a better shot in the next round. If you would like me to re-roll let me know.
Acrobatics +8, Appraise +6, Diplomacy +7, Disable Device +10 (11), Escape Artist +8, Knowledge: Dungeon +6, Knowledge: Local +6, Linguistics +6, Perception +5 (6), Sleight of Hand +10, Stealth +14, Use Magic Device +5
Halfling Rogue 1; Init +4; HP: 10/10; AC 18, Touch 15, FF 14 (+2 vs Giants); Fort +1, Ref +7, Will +1; Perception +5 (6);
Garrett comes from the privy to see what is going on. "Yeah, did he have some of your family as well?" Garret asks as he tries to remember any halflings among the kids.
Acrobatics +8, Appraise +6, Diplomacy +7, Disable Device +10 (11), Escape Artist +8, Knowledge: Dungeon +6, Knowledge: Local +6, Linguistics +6, Perception +5 (6), Sleight of Hand +10, Stealth +14, Use Magic Device +5
Halfling Rogue 1; Init +4; HP: 10/10; AC 18, Touch 15, FF 14 (+2 vs Giants); Fort +1, Ref +7, Will +1; Perception +5 (6);
"I would be happy to take you up on your offer. This is not a night to be wandering alone back home." Garrett says and then adds, "What do you know of the cause for this riot?"