HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1
The delay is sort of welcome, although I am sorry to hear it is at the expense of your computer. I am busy working night shifts this week, and during the days I busy dealing with contractors doing house reno's.
HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1
"These humans have a big fort in our lands and we need to find out why and how many they are. They were strong enough to have subdued a Tazywyrm, so they should be deemed a notable threat. Tartuk should be summoned to assist in interrogating these fleshbags. He has magic that can help make them talk. " Isk pauses and then adds. "Once you and Tartuk are done questioning them, I think we should deliver one alive to the Tazylwyrm as a show of good faith. It could become a good ally for us."
HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1
After examining the amulet, Isk shrugs. "I'm not certain about this. Maybe loosely related to Erastil, but that's more of a guess. I'm sure Tartuk will know about this though." Isk now turns his attention to the wand that Ryzztyl is holding. Isk will assist in the identifying of it. Casts Detect Magic and tries to identify. Spellcraft: 1d20 + 4 ⇒ (7) + 4 = 11
HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1
How about we do the watch alphabetically? Blokpug, Isk, Kirtyl, Rizztyl, Yighuk Before going to sleep, Isk will give all the prisoners 1 last good pat down to ensure they have nothing concealed on them. During his watch, Isk keeps a close eye on the prisoners and will routinely check their ropes.
HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1
Isk remains unconvinced that camping out is a good idea, but he also knows wandering around in daylight all alone is also equally unwise. He remains with the group and begins scouting out the area looking for small cave or den that might be more suitable. He will also scour the area for tracks that might perhaps lead to the Tazlwyrm's lair. Survival: 1d20 + 6 ⇒ (2) + 6 = 8
HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1
Isk hisses. "Traps or not, fighting a patrol of men in daylight is not advantageous. We must press on. We are only 8 hours away from home... we can endure this light for a few more hours. Our resources are already low from our last encounter, and there were only 3 of them. Add dogs and possibly horses into the next battle, and that is clearly not one I wish our little band to encounter."
HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1
"It up to the Chief to decide their fate now. Although, we could leave one here as an offering to our friend? Perhaps tie him to a tree, or simply kill him and leave his corpse? I think our friend would enjoy disemboweling him, so I would prefer to leave him tied to a tree. If it helps us to gain an ally, I think 1 less slave is a small price to pay?"
HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1
Isk nods at this idea, and rips the shirt off of one of the humans. He tears it into thirds and uses it to tie around their mouths. Of course reaching there mouths could be a little difficult... this is where I am sure Yighuk assists... one way or another.
HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1
"The human will to survive is strong indeed. They will walk willingly me thinks." Isk tends to the humans to make sure they are sufficiently healed and bound. "We only really need one to present to the Chief, and I think the others will be a great gift for our new friend and should help buy his loyalty. Perhaps our friend will even want to journey with us to the Chief after he 'opens his presents'." Isk grins.
HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1
Isk will freeze, keep low to the ground and will hope the humans are not able to find them. If they get a little too close though (2 rounds away), Isk will activate Axiomatic Strike on his blowgun. If they get closer still (1 round away), Zephyr's gift will also get activated.
HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1
"We will need to get a better idea of the numbers inside of the fort, to let Chief Sootscale know what size of force to send. Lets go to the better vantage point then. Blokpug, did you see any way for you to sneak inside to learn more of these foes? Isk will do his best to lay low and stay silent when they reach their destination. Stealth: 1d20 + 5 ⇒ (1) + 5 = 6 Kirtyl, I believe you are forgetting to add a +4 bonus to Stealth checks which small creatures get.
HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1
Concerned for Ryzztyl, Isk does his best to aim accurately at the boar. Blowgun, Point Blank: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
Crit Confirm: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1
"Indeed, I think we will be relying on your scouting ability more then ever on this patrol Blokpug. It appears there is a significant threat that we need to identify and report back to the Chief." Sense Motive: 1d20 + 2 ⇒ (12) + 2 = 14
HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1
Deciding that the situation has been sufficiently diffused, Isk will come out of hiding with no weapons in his hand. He will slowly and carefully approach the group, smiling at the Tazlwyrm. Isk will try to examine the wounds and scars of the beast from a distance to try to determine if magical healing would help. Heal: 1d20 + 2 ⇒ (17) + 2 = 19 Isk will look at the marked spot on the map and say, "We should look into that. Chief wanted us to patrol to look for threats. Any one who would have tortured our distant kin like this, is certainly a threat. I think we should check it out and either eliminate this threat, or find out what it is so we can report back to the Chief."
HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1
Isk looks somewhat pleased by Ryzztyl's words. "You are likely correct, but I would greatly look forward to the challenge of enlightening it with the ways of Old Sharptooth. Of course, some of our kin have needed to be beaten into submission, and I am certainly up for the task," the warpriest grins again with his toothy yellow smile. Having little experience with trapsetting or ambushes, Isk leaves the preparations to the experts, and attempts to hide. Stealth: 1d20 + 5 ⇒ (18) + 5 = 23
HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1
The Warpriest smiles, as he hears others are also eager to find the Tatzlwyrm. "It does sound like due caution should be used though, lets see if its traps are of any match for our keen trapper." Isk shines a toothy smile towards Blokpug, and then begins watching the ground more carefully. Perception: 1d20 + 6 ⇒ (13) + 6 = 19
HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1
As Isk finishes his etching in the dirt, he hears Yighuk speak of his plan. "You are strong and wise Yighuk -- the traits of a great leader. Indeed, we must not let fear of the unknown turn us away from making a great ally or destroying a powerful foe."
HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1
Isk listens to Rizztyl and responds, "I will trust in your knowledge, if you believe the creature cannot be reasoned with. I fully expect it to be ignorant in the teachings of Old Sharptooth, much like we were before Tartuk arrived and enlightened us. None-the-less, we must not shy away from trying to spread the teachings of The Great Winged One, even to those with less comprehension." Isk feels a sermon brewing within, be decides that if this creature does pose them a danger, then perhaps now is not the time. Before they leave, Isk will pick up a stick and quickly draw a symbol of Old Sharptooth in the river bank, along with draconic symbols underneath it for "Our Holy Protector"
HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1
Thinking the creature might be near, Isk calls out to it in Draconic, "Fellow spawn of Dahak, we mean you no harm. Come meet us so that we may greet you on behalf of Clan Sootscale and offer you the blessing of Old Sharptooth"
HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1
Survival: 1d20 + 6 ⇒ (19) + 6 = 25 Isk begins to follow Blokpug from a distance, but then becomes curious as to why he deviates from the trail. He'll throw a pebble at him to get his attention. "Them's is bear tracks you are following. The beast's tracks are this way." Quite possibly, involuntarily, Isk might begin leading the way since he can so easily pick up the tracks. He'll do his best to be stealthy... Stealth: 1d20 + 5 ⇒ (4) + 5 = 9 Isk keeps re-adjusting his chain shirt, trying to keep it from making much noise, but his attempts seem futile.
HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1
Glaring intently on the ground, "Now I'm no tracker, but look at these foot prints... there is only a single set of prints so the beast must be bipedal. Look at how deep they are on the soft ground, this beast must be like 400 pounds. And look at these drag marks from its tail..." Isk pauses slightly in "tail envy". "Its tail must be 6 feet in length." I think it could be reptilian. I'm not anxious to go greet it, but I don't want be looking over my shoulder the rest of the walk either. If it's sentient, we should possibly find it to see if it could be an ally or an enemy so close to our lands?" Know(Geography): 1d20 + 0 ⇒ (14) + 0 = 14
HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1
Yighuk wrote:
It seems to be a little known rule for many of the groups that I play with, that you can make DC 10 Knowledge checks untrained. I'm guessing most people are used to 3.5 which I believe specifically said you could not make any Knowledge check untrained. Pathfinder: You cannot make an untrained Knowledge check with a DC higher than 10. I just assumed that this might be a house rule of the GM's, but I guess it's worth confirming this.
HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1
Yighuk wrote: As Kirtyl mentioned I'd also be fine with GM rolls for things like perception and initiative. Tends to make things faster in PbP. Me too -- It's also part of the reason why I include the "stat block" under my character's post name.
HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1
Isk follows after the others, with his blowgun in hand. "Indeed, there are many dangers in these lands. The need to keep ever-vigilant is of utmost importance. Keen eyes and Old Sharptooth's blessing will give us the advantage out here."
HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1
I do recommend having a good supply of CLW wands available :) The Warpriest gets so few spell slots, so although healing will not be a big focus spell-wise, Isk certainly doesn't want to see his kin slain before him so he will do his best to help out in the healing department. In the worst case scenario... he does have Stabilize as a 0-level spell :)
HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1
Background
Isk has known only religious servitude all his life. He now believes he is an instrument of Old Sharptooth and is ready to do his bidding. Description
Isk is a calm, mild-mannered, rational kobold who believes that the dragonblooded are destined to rule all the lands. Isk is willing to do his part to make that happen. Isk constantly speaks of the importance of embracing Old Sharptooth, and always credits him when something advantageous occurs for the Sootscales. Isk thinks of Tartuk like a demi-god and believes somehow that the Sootscales would have been doomed had Tartuk not found the clan and "saved" them. Isk wears a black-tinted chain shirt and is well known for his accuracy with blowgun darts. Isk is near-fearless and enjoys getting close to his enemies, which has led him to the blowgun as his favored ranged weapon. Although he shows less combat prowess with melee fighting, he uses an ominous-looking, jagged-bladed greataxe to deal out bloodshed to his enemies. |