Shieldmarshal

*Henry's page

51 posts. Alias of Vrog Skyreaver.


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Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

I will take average then. I am now updated!


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

How you wanna do HP? Other than that, I am updated.


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

"Great, Injuns." says Henry before looking around and adding "No offense."


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

"and I suggest we quit whimpering here, go over to the b@$+@rd's compound, and kill the man. Beats sitting around here pissing and moaning."


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

Henry comes out of the house and then moves around the back and says "What did I miss?"


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

So I am posting from work:

Apologies about not posting sooner, but I have been down internet wise for roughly a week, and will not have internet back up yet for a week or so.

This means that I haven't had internet for the last 4 days (as we had 4 days off at my work for the holiday).

It's been...an experience where I learned that I use the internet more than I thought I did.

With all of that being said, I will try to post from work as I can, but if I am in your game, please bot me as needed.

If I am running your game, please bear with me while I try to post when I can. Hopefully, sooner than better, but I want to be up front about this issue.

again, I apologize about the delay.


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

I was going through the house to find a window to shoot out of. I assumed it would take me a couple of rounds to get in, get upstairs, and find a spot with windows.


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

Henry draws his gun as he makes his way back into the house.


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

Posting this to all my games, so sorry if you see it multiple times:

This week both my office and I personally are going to be moving. It's been crazy busy and I am not going to be able to post until Monday at the earliest. Please bot me if I am in your game, and if you are in a game I am running, I will get a post up as soon as possible.

Thank you for your patience.


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

"To be clear, I was more than happy to just string them up; it was this lot that talked me out of it."


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

Ah, so these are the other players. Henry is under the assumption that they are working for McIntyre.


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

"You can come down real slow like."


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

"Sure, I can tell you what happened. McInyrne sent some men to cattle russle, and they got what was coming to them. You said that you could say that you're working for the sheriff, but I would say that you're probably working for someone else."


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

"Name's Henry. Who do you work for?"


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

"Seems to me like the law for cattle russlin is to hang by your neck until dead."


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

"We should go and deal with the cattle russler." says Henry.


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

Sitting on the wagon, Henry wonders what is taking the group so long.


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

"They'll probably spend a night or two in jail, just to keep up appearances, but the deputy DID seem to know a lot about the situation."


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

Not wanting to step foot inside a jail, Henry waits outsid3e with the wagon.


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

If you want a good example of Not Sucking, check out Gurren Lagenn. Kamina was my polar star, even before that anime was ever made.


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

First rule of recovery not sucking is: Don't get hit and make all your saves.


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

Not really feeling comfortable talking to the Law, Henry takes a backseat and lets the others do the talking.


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

"Probably drunk somewhere in town."


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

Sighing, Henry divested himself of his rope and instead reloaded his pistol, then climbed up onto the wagon.


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

"Now, now, I'm pretty sure you mean I *shouldn't* hang you. As you can see, I'm more than capable of doing so; I'm also pretty sure hanging is the crime for cattle rustlin', so I'm just saving time."


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

As Culver talked to the man, Henry began fashioning a noose out of the rope that he had brought with him.

Intimidate: 1d20 + 5 ⇒ (13) + 5 = 18


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

"He's probably drunk." says Henry to Perry as he begins tying a noose from the rope that he brought with him.


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

In the House...

As the fight draws to a close, Henry murmurs something to himself that sounds distinctly like "Damned it is, then." before reloading his pistol and then holster it. Once it has been seen to, Henry will make outside to help round up the cattle rustlers, stopping only to get some rope.


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

If you non-lethal ever equals or exceeds your current HP, you're unconscious.


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

Second verse, same as the first.

Henry moves positions slightly and keeps up his plan: shoot enemies right after they fire.

Readied Action Attack Roll: 1d20 + 5 ⇒ (14) + 5 = 19
Damage Roll: 1d8 + 4 ⇒ (4) + 4 = 8


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

Henry does the same thing as last time: he moves to a different spot on the same window, then readies to fire when he sees the muzzle flash.

Readied Action Attack Roll vs. Touch AC: 1d20 + 5 ⇒ (9) + 5 = 14
Damage Roll: 1d8 + 4 ⇒ (2) + 4 = 6


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

Sighing, Henry draws one of his pistols and takes aim out a window, where he waits for a flash of light, then returns fire.

Readied Action Attack Roll vs. Touch AC: 1d20 + 5 ⇒ (15) + 5 = 20
Damage Roll: 1d8 + 4 ⇒ (4) + 4 = 8


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

Henry blinks as Cordon starts yelling, thinking to himself That's not smart. It just tells them where you are. A moment later, Henry's intuition proves true in deadly fashion.

Watching the man fall, Henry does some quick mental math and shouts out "Cordon's been hit in the shoulder! I'm going to haul him inside. Keep fighting!"

He then proceeds to pick up the body like you would help up someone injured and carry it inside.

Bluff: 1d20 ⇒ 16


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

Henry first goes to their employer and informs him of the situation, then goes to the bunkroom and gets everyone up quietly.

Then, against his better judgement, he goes and gets his pistols.


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

Henry shrugs then nods before heading back towards the house.

Stealth: 1d20 + 4 ⇒ (13) + 4 = 17


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

Earlier:
Clever Girl!

Henry helps out as he can, but it soon becomes clear that he doesn't really have a knack for laying out physical traps.

Now:

Henry swats Culver on the arm and then points in the direction before instinctively reaching for a pistol that isn't there.

Realizing his mistake, he points back at the house.


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

[ooc]I was looking to see who would want to pair with me.[/b]


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

Henry starts looking at the others to see who it would be best for him to pair up with.


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

Breathing a sigh of relief when they ride away, Henry mutters something to himself then says "We should expect they'll be back in a day or two, and start preparing for that; outlaws aren't really known for their patience."


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

Henry exits his room and makes his way down the stairs. "So, I take it we're not expecting guests?"

He is conspicuously not armed.


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

Survival: 1d20 + 2 ⇒ (17) + 2 = 19


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

While the others ask questions, Henry reloads his gun and checks on the Cow.


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

Henry puts down the wounded coyote.


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

Henry continues riding forward, firing again.

Attack Roll vs. Touch AC: 1d20 + 5 ⇒ (19) + 5 = 24
Damage Roll: 1d8 + 4 ⇒ (8) + 4 = 12


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

Henry rides forward and shoots one of the Coyotes.

Attack Roll vs. Touch AC: 1d20 + 5 ⇒ (8) + 5 = 13
Damage Roll: 1d8 + 4 ⇒ (7) + 4 = 11


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

Henry will just wait until they get closer.


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

Henry draws his pistol and prepares to shoot any coyotes that get too close to the group.

Readying an action effectively to shoot one if they get within 30'.


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

Henry didn't really have much to say during dinner; it's clear that he's used to keeping his own company.

Once dinner had wrapped up, he went and got his pistol from his saddlebags and strapped it on. Unlike standard hip holsters, Henry's sat more or less along his belt, in the small of his back.

As long as it's just Coyotes Henry thought to himself.


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

"Not Particular like, Mr. Wei. I only juss arived m'self."


Max HP: 20 | AC 15; T 15 FF 10 | Init +9 | Fort +5; Ref +7; Will +2

The wiry Caucasian man enters the cabin wearing a simple light brown shirt, leather pants, and boots. a cowboy hat sat, until he entered the room, on his head, and was now held in one hand. He had a pair of saddlebags hung over one shoulder, and he began looking around for a place to set down his kit.

He had seethe man arguing with his horse outside, but he decided he didn't want to get involved in a lover's quarrel. Instead, he headed inside and found that there was a pitcher of water and a ewer, which he took advantage of to shave in, using the mirror on the sideboard. Once he was clean-shaven, he tossed the water outside and then went and refilled the pitcher from the well.

Full Name

Aison Biros

Race

Vital Stats:
Init +8; HP 17/17 AC 12/12/10; F +1, R +3, W +6

Classes/Levels

Skills:
Bluff +9 Craft(alchemy) +5 Diplomacy +8 Nature +5 Planes +5 Religion +5 Perception +7 Sense Motive +5 Survival +7

Age

24

Alignment

CN

Languages

Common, Varisian

Strength 11
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 16
Charisma 14

About Aison Biros

Intro:
Jared Stavros walked up the stairs quickly, his eyes scanning his surroundings. A shop in the Midlands district with an entrance on the second floor wasn't exactly like braving the Shingles, but it was closer than he'd like. He wouldn't be here if his friend hadn't given the place such a shining recommendation.

The store certainly looked the part. Dimly lit, the shelves were crowded with magical bric-a-brac that Jared couldn't recognize, but knew better than to touch. He instead occupied himself with trying to identify the incense suffusing the store, and examining one of the small paintings on the wall.

The painting was vivid, even fantastical. A knight in armor was confronting a loathsome beast. The creature floated in midair, it's enormous eye matched by its fearsome jaw. The most disturbing thing about it, though, were the tentacles surrounding its face, each topped with another eyeball. Jared was trying to decipher how what purpose such a thing could possibly serve when a voice broke him out of his reverie.

"An interesting selection."

Jared spun around, barely suppressing the urge to cry out. Before him was the man he had come here to see: tall and foreboding, with a knowing look in his eye. A fine tracery of scars started at his right temple and decorated much of the side of his face, contributing to his intimidating appearance. He seemed pleasant enough, for now, but Jared had a feeling he didn't want to be on his bad side.

"What is that thing?"

"Ah," the man said, stepping up to stand shoulder to shoulder with Jared and gaze companionably at the picture, "now that is something of a mystery. Some say it is a creature from the time before time, a beast that used to terrorize adventurers before Golarion was even conceived."

"Is that what you think?"

"I think it's more likely a painting by a very creative artist. I do enjoy collecting such things," the man said, before clapping Jared on the shoulder. "But enough chit-chat. You're here about a very important contract negotiation."

Jared gaped at the man for a moment, before the copper piece dropped. "Tavi told you about me."

The man smiled as though Jared had passed some sort of test. "Indeed he did. I can grant you good fortune, but good fortune is little good to a fool."

Jared wasn't quite sure how he felt about that, but held his peace as the man led him to a small table. They sat facing each other, and the man directed Jared to hold out his hands. Taking Jared's hands in his, the man began a low, sonorous chanting.

Moments after he began, the light in the shop dimmed noticeably. Jared shifted slightly in his chair, but held steady. A scuttling sound seemed to come from just outside of his sight. Jared startled back, but found his hands held in an iron grip. He looked up in shock to see that the man's eyes had rolled back into his head, leaving only the whites visible.

"The spirits are here! Focus on nothing but your goal!"

Jared did his best to obey the command, focusing his every thought on the importance of securing the best possible deal for his family. With any luck this could be the contract that moved them up to the Heights.

The man started chanting in the harsh syllables of a language Jared didn't understand. A moment later he stopped, and the light gradually returned to normal. He released Jared's hands with a sigh, then favored him with a friendly smile.

"It is done. The spirits have blessed your endeavor."

Jared didn't know quite what to say to that. He reached for his pouch, but the man held out a hand to stop him.

"No. Once your bargain is struck, pay me what you feel is right."

ooOoo

Aison chuckled to himself as the young noble hurried out of the shop at a pace that was only just short of a run. With any luck the lad would credit him with all of the success his venture enjoyed, even though Aison was providing him with only a little nudge in the right direction. That poor lad was just begging to be conned by somebody; Aison felt downright virtuous to be providing an actual service to go with the dog and pony show.

Of course, selling the whole act was a lot easier now that he had the power to back it up. He felt a twinge of an old sympathetic ache at the thought of the old days with Gaedren. A bump on his shins brought him back to the present, and reminded him of the partner who was the other reason things were better these days.

"Yes, yes, you've outwitted a Korvosan noble."

The scorpion standing by his boot stretched out, seeming to preen under his gaze. That done, it began capering from side to side until he laughed and tossed it a mealworm from the jar he kept by his desk.

"Don't act like you're the first familiar to ever pull that off," Aison said, shaking his head.

After years of scrimping and saving to afford the deposit on a storefront, and then more years of building up a reputation, he finally had an in with the nobility. Minor nobility, but still. If things went well, Aison could really start moving up in the world soon. Of course, moving up would be a lot easier without the anchor of Gaedren Lamm's continued existence dragging him down.


Background:
Aison spent his childhood as one of Gaedran's "Little Lamms." He didn't much care for the work, but Lamm certainly didn't care much about Aison's thoughts. Aison attempted to escape as a teenager, but Lamm soon tracked him down.

The ensuing beating changed Aison's life. He experienced a spiritual awakening as he neared death, forging a strong affinity with the spirit world. He also forged a bond with his spirit animal, a scorpion living in the refuse pile on top of which Lamm left him for dead.

Aison has spent his life since that day trying to use his abilities to help other people... while also doing well for himself, of course. He does have a special little place in his heart that would rejoice at the news of Lamm's death, though he does his best not to dwell on it.

Staff of Spells: Aison enjoys collecting magical knick knacks, even if they appear to be useless. One such item is a "magical staff" that a traveling peddler insisted used to belong to a powerful wizard. Aison bought it, but wasn't able to detect anything magical about it. Fortunately, the staff was the perfect size to replace his broken closet rod, so he has gotten some use out of it.

Once Aison gets trained in spellcraft I think it would be cool to have the GM do a daily spellcraft/perception roll to recognize the potential of the staff.

Numbers:
Shaman 2 (Unsworn Shaman)

STR 11
DEX 14
CON 12
INT 12
WIS 16
CHA 14

Racial traits: Silver Tongued
Traits: Tortured (campaign), Reactionary (combat), Convincing Liar (bluff, social)

Feats:
1: Extra hex: Chant
2: Extra hex: Fortune

Floating hex(1): Soothsayer
Wandering spirit: Lore

Skills:
Bluff 1 (8)
Diplomacy 1 (8)
Craft (Alchemy) 1 (5)
Knowledge (Nature) 1 (5)
Knowledge (Religion) 1 (5)
Knowledge (Plains) 1 (5)
Perception 2 (5)
Survival 1 (7)
Use Magic Device 1 (6)

Swag:
MW Light Crossbow
20 Bolts
15 Cold Iron Bolts
Dagger
mithril chain shirt

backpack,
a bedroll,
a belt pouch,
candles (10),
a flint and steel,
an iron pot,
a mess kit,
rope,
soap,
a spell component pouch,
torches (10),
trail rations (5 days),
a waterskin, a
silverholy symbol.
a dozen "magical charms" reputed to do various things-one of them is actually a bead from a necklace of fireballs and deals 3d6. Though you don't know which one
Wand of CLW with 12 charges
Pathfinder Chronicle for Planes and Religion

Familiar:
Aison is usually accompanied by his greentail scorpion familiar. His name is a series of clicks and whistles that the human voice isn't really capable of repeating. Aison just calls him Happy. The day that the two met was the happiest of his life: despite the beating he suffered at the hands of Gaedran Lamm, it was on that day that he finally earned his freedom from Lamm and gained the power to make his own way in the world.

The name is also an accurate description of Happy's demeanor. The little scorpion always seems to display a carefree attitude no matter what challenges life may bring.


Hex-Spirit Association:
Ancestors: Wisdom of the ages

Battle: Battle Ward

Bone: Grave Sight

Fire: Gaze of Flames

Heaven's: Heaven's Leap

Life: Life Link

Lore: Arcane Enlightenment

Mammoth: Mammoth's Hide

Nature: Entangling Curse

Stone: Crystal Sight

Waves: Mist's Shroud

Wind: Sparking Aura

Wood: Nature's Gifts