Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
A sly smile crosses the lips of the human man dressed in robes that still seem to have the dust and sand of the desert, despite having been onboard the ship for several weeks. He bows his head to Valais as he sidles up to Guaril Karela. With one hand he draws a whip from his side and sends it's tip towards an apple rolling from the table, whilst surreptitiously a hand attempts to draw Guaril's purse from his pocket. Pickpocket Feat:- Thievery: 1d20 + 7 ⇒ (15) + 7 = 22 Successful:
Jacknife holds Guaril's purse aloft, "You seem to have dropped your purse, tis good that I caught it before it spilled on the cabin floor." He hands the the purse back and bows low to the master smuggler with a wink. "I hope my skills might be of use." he smiles. Unsuccessful:
Jacknife looks red-faced at the head of the Sczarni as he bows his head, "I'm sorry but old habits die hard, I'm sure you understand. As a child of the streets of Katheer, sometimes this was my only way, you understand. Were I better I would surely have been known." He stands straight, returning the whip to his belt, "It is an honour to be able to serve in some small way Guaril Karela, whose exploits are well known amongst those of us who once crossed the line. Those days are behind me now, for I humbly serve in the ranks of the Society. The skills remain, as does my fighting spirit. I rarely miss with my blows." He bows and slowly moves back to the others, his cloak parts showing a large hammer sheathed, it's black leather handle worn. I guess it's OK for you to read all the spoilers....
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
Stopping by to say Hi, looking forward to play with you all. I'm in the UK so might post at different times.
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
Thanks for the fun game, never did get to pick Freddo up and give him to the city guard, but be sure Jacknife would have made a meal of it.... :-)
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
Jac seeing these ill prepared bandits, fighting the group of Pathfinders more than a match for these peasants, decides to take a different line of action. The Quadiran quickly moves into position, letting his intentions be known to all. "Have pity on these poor boys, they are out of their depth. They probably fight only for their food. Knock them out and let them spend time in gaol to think on their misdemeanours." ◆ - Stride
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
Jac sees the stone fly towards him, raises his shield letting the stone hit and leave a small dent in his shield. Reaction - Shield Block - Steel Shield hardness 5, Jac takes no damage from Frodo's sling and neither does the shield.
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
Jac moves up next to Ykuthiel and raises his shield, "We can hold them here a while, wherever they come from, let them come to us, we'll deal with them here. Keep behind us, folks we'll protect you as we can." Jac says with a growl. ◆◆ - Stride x2
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
Hearing the commotion ahead, Jac moves to the front, "Show me what you've seen, Yakuthiel." the Quadiran says. "If you think this is some sort of surprise, perhaps I can remove the surprise." says Jac pulls Wiston back. "We don't want you being surprised, unless it's by us." he says with a smile, that is less than friendly, as Jac retrieves a pack of tools from his bag. Secret Roll for GM only: Disable Device - with thieves tools 1d20 + 6 ⇒ (16) + 6 = 22
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
"What did he say?" the young man from Quadira says, as he looks for anyone that might be following or otherwise surprising them from the rear. "Does trouble brew?" he asks as he readies for a fight, warhammer at the ready.
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
Jac tries to call Yakuthiel back, but to no avail. "I don't believe he quite understands the way ahead. Best we go after him and rescue him from whatever trouble he finds."
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
Jac just follows after Winston, keeping quiet and searching for any more unwanted eyes as they move on. Good Luck with revision and the exam, don't worry about us, your RL comes first.
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
Jac nods to the old lady, "Mrs Crinkle, we carry on and let Impulse keep a watch, we'll deal with them when we have spoken to Drent's family."
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
Jacknife just shrugs at the news someone is keeping a watchful eye on them. "We could lead them a merry dance, take them down an alley, leaving Zac, to hide and stop their retreat. Then turn on them and find out what's afoot!" his voice carries a smile of menace. He carries on as though he knows nothing, not bothering to look behind. He scans the way ahead looking for trouble, no point looking behind if the trouble is ahead.
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
Jacknife is seen scratching his chin, as he thinks on what's been said. He wonders, if he's heard of the man, through his grapevine of associates. "You know, perhaps we can get more details from young master Drents's parents, before we start to scour the place for this Malcolm Stanian. You know perhaps, it might be easier to get this man to come to us, than for us to search for him."
He whispers to Zaross and Jaehaera, "We could let it be known, that I have come into an inheritance and am looking to do good works with some of the money. It might entice the man to seek us. What you say we leave a rumour like this behind the bar?"
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
"So my good friend, a Taldan noble would take from your parents, what was it that was lost? We can hardly take on a task without knowing what we should return to you?" the Quadiran says using his sweet voice as possible. "And who is this noble? we can hardly retrieve your goods without knowing who might be the culprit?" GM: Diplomacy 1d20 + 4 ⇒ (19) + 4 = 23
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
Jacknife carefully puts the goblet on the table and looks at the man, Is he for real? In a calm voice he asks, "Why my friend is it that your parents and you have no-one that can retrieve that which is stolen? Or you don't report such illegal activity to the city guard?" He pauses as he watches the man's reaction, before turning back and taking a sip of wine and giving his companion's time to take in the man's words.
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
A man dressed in the clothes from the dry deserts of the south, seems quite at home in the city of Absalom, but is obviously uncomfortable in the docks area, where dirt and grime replaces sand and wind. At least this tavern, though crowded is a place where any traveller can hide amongst the cosmopolitan throng. He looks around, if he can spy a wayfinder, then his contacts might be found. He relaxes and scans the room, looking at the merchants from the north, their furs on their backs and large jugs of beer in their hands. No, not them .... I don't want to go north again in a hurry. Hanging from his belt, is what looks like an oversized dagger, a n ornate hilt with a large guard to both protect the hand and put the opponent off their guard. A whip is coiled on his other hip and a large hammer is strapped to his back. His blue and golden robes over a white shirt are clean and well looked after. His black pin-point moustache and beard are cut precisely, neat and tidy. His eyes alert and dark, search the room. His hands look nimble and quick, as he takes a goblet of wine to his lips. Spying an odd looking couple he walks confidently with ease to an old woman and halfling, smiling he asks "Might I introduce myself, Ghashri Hazrid from Katheer, gateway to the deserts, home to the greatest bazaar on Golarion." he bows, "though in the Pathfinders, I'm known as Jacknife, or Jac." once more he bows awaiting a response.
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
Would you mind if I changed Jacknife for my character Znobe Nordmann, a ranger... The quest he was in has just ended and I would rather take him through this.
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
Thanks Chadius for GMing this it was great fun, and really nicely GM'd, especially over pbp. Got the cert, all good .... Last weekend, daughter's engagement party, lots of travelling, lots of fun ... no pathfinder ... Thanks to everyone in the game, really had fun with you all, some great characters ... really hope to play with you all again.
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
Jac will learn anything he can from Flitch, just in case there's something he can help with in thieving.... Otherwise Jac will rest up and befriend whoever he can, who knows what tomorrow might bring ....
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
Oh wow, when my wife was a teacher, they had to cover for lots of absences, it's a lot harder job than people give credit for. Eventually she left, she ran out of energy needed for the job and is working in admin part-time now, so she doesn't bring the job home with her. She was and the back end of her 50s when she came out of teaching. Hope it gets easier ...
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
'Dwarves, such a pragmatic and sober lot, s'pose she could be right' Jac just grips his shield a little tighter, just in case and scans the ship. Defend...
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
Jac puts his arm on Quickblade's shoulder, "You know, glad I'm outta here." as the sea breeze ruffles his black hair. He walks briskly up the gang-plank onto the ship, looking up at the rigging as the sails are slowly put in place. Above a seagull wheels in the sky, it's white plumage vivid against the blue sky. "You know call me paranoid, but I don't even trust them gulls not trying to take our secrets back to its master. Its good to be going home, let's hope we don't have long before we sail." he winks at Makai acknowledging a job well done.
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
Avonathalanthalasa Caldon wrote: Sorry yesterday was the first day of school back with students, It was craazy! You lucky thing ... :-)
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
Quickblade Trueshot wrote: Do all players need to make the Are we there yet check? Quickblade is untrained in both skills. I think the answer is yes ... often these sorts of skill checks are along the lines of, you need 3 successes out of 6 across the party, so it doesn't punish different builds that much. And you can always make checks untrained, unless the GM asks for only Trained, Expert etc...
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
Reflex 1d20 + 8 ⇒ (14) + 8 = 22
Despite the tiredness that shows under Jac's eyes, the man is still needle sharp. Seeing the sails of the ships nearby start to fill, he is ready for anything that hinder their escape. The papers in his hand take a lurch, and he quickly finds himself sprinting a couple of yards as the papers get stuck on a nearby barrel of fish. His hands dart out and catch them, before they can fly further off down the docks. ...... As Jac reaches the guard and Seddothrum, the Kellish fighter hits Seddothrum in the stomach and says "Oi dumb ass, get those things on the ship, what you stopped for?" before he turns to the guard, "Oh, Sorry didn't see you there. Bet you're glad to be getting rid of this stupid great oaf. We have better carts for carrying goods back in Katapesh. Oh well, might find a buyer for him. Sorry, what were you saying, can I help...." he waits a second before pressing his papers under the eyes of Ellvard. "All in order, OK?" ........ Jac passes a small bottle to Vurna, "Drink this, it has calming herbs, just a little, it might help."
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
Jac looks at the barrels, 'Solid enough from the looks of it. Hmmm.. Now let's think, if I put this rubber pipe into the barrel, and make it look like a natural hole, where there's knot in the wood .... well someone could breath for a while...' He looks into his crafters book for instructions and using his kit attempts to disguise the knot hole with a pipe. Crafting 1d20 + 3 ⇒ (8) + 3 = 11 He looks at it, "Tell me what do ya think, would it be easy to spot or nay?"
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
Just going back, apologies if I didn't say I was work at a music festival this weekend just gone ... Going back I see that a post I wrote with details of the festival and to botting instructions for Jac seem to have got lost, or have in my memory. So sorry about disappearing for a few day. Got back from the festival yesterday ... See highlights for the Wickham Festival 2021 on Google, YouTube. Six days of chaos and mud. The main stage was deemed unfit, electricity and rain don't mix. So was down to 3 stages, Main Stage to the big top, big top to a smallish marquee etc... Oh and the mud... we had lots of it ... Tractors had to put cars into the car park, as well as take them out. I'll be with you all soon ... catching up with work and life still. Not sure if you've finished the scenario, but will find out later today.
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
On windows, I use Acrobat fill and sign option, which allows you to fill in the pdf and create a signature for the cert. It doesn't let you edit the contents, but does allow you to create entries over the pdf.
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
Jac takes the raft trying to squeeze it through the gap, he has great difficulty and smiles weakly at his companions ... "Oops, didn't see that nail sticking out of the wall." as the raft scrapes on entering the cavern. Acrobatics 1d20 + 6 ⇒ (4) + 6 = 10
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
I should have added this before, but I'm working at a local music festival from Wednesday until Sunday inclusive. It may cause a few hiccups in postings... but will do my best to post ... bot as required, will use skills as appropriate and hit things and shield as appropriate.
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
You could try 2-03 Catastrophe Spark, which doesn't have a lot of dialogue but so very interesting combats..... until they get to the final encounter ... which is more discovering a bit of what's been going on ... It makes mote sense after doing 2-01, but that has quite a bit of talk before it starts... and it has a lot of skill tests. with not so much combat.
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
Jac nods, "Yeah, fish that should make a pong!!, good idea that I like it." Somehow Paizo and myself lost yesterday's post .... ummm!!
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
Jac strips the bodies of all clothing, rings, jewelry and weapons left from all the dead bodies, searching for any coin that might be in pockets or hidden in the bottom of pockets. He picks up the crossbow and other weapons that might be useful. "If the guards don't patrol here, let's find an entrance to the seers and dump the bodies there. If we can find a way through the sewers back to base, we could take the crate that way."
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
"I told you ...." Jac say exasperated that the man would force him to hit him again. "Now I gotta clean up all this .... MESS!" Jac places his weapon back and starts to search the warehouse for clothes, that can be used to clean up, buckets, brushes .. anything. "We can't just leave this place covered in blood and .... oh someone get Themolin out of the chair, and stop him shaking, he needs to calm down ... and ask him if there's an entrance to the sewers, we can leave these bodies to the rats and other carrion eaters..." It's best they leave no evidence of the fight that happened here, even if they stay all night to avoid the curfew.
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
Jac goes after Barrabus. and tries to strike him with his warhammer, "Look, best if you surrender now before your blood makes a nasty mess. I really hate having to clear up after a disagreement!" Stride x2
Reaction Attack of Opportunity: Strike warhammer 1d20 + 8 ⇒ (13) + 8 = 21 damage 1d8 + 3 ⇒ (7) + 3 = 10
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
Jac moves forward, trying to help Makai, but unable to get right up beside her. "Everyone just keeps on moving forward ... how I am ever gonna keep up!!!" he pants. 3xStride
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
Things have changed at work, so I'm having less time for the boards, I'll keep posting as much as I can, hope to keep it daily, although the last week hasn't been great.
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
Having failed to crack the door, Jac moves after the others, getting out his weapon and shield. "And all of a sudden, we have company... " ◆ - interact draw weapon - warhammer
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
Jac steps forward, he undoes the string around some strangely shaped tools. "I'm better at pockets but here goes..." He looks at the lock and starts to try his luck. Thievery 1d20 + 6 ⇒ (7) + 6 = 13 "This is a bit tricky ... not seen anything this hard before, oh well let's try again!" Thievery 1d20 + 6 ⇒ (3) + 6 = 9 Hero Point Thievery 1d20 + 6 ⇒ (11) + 6 = 17 "One last try" Thievery 1d20 + 6 ⇒ (14) + 6 = 20 Shrugging his shoulder, Jac turns back ... "Like I say, it's very difficult, not sure if it's done it or not... "
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
"You know, if there are only two, its a big building, they can't be everywhere. If there's another small door, no doubt it'll be locked, just right for my fingers to enjoy the challenge." He smiles looking at Ysoldt, another with some similar skills.
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
Jac stands in front of the desk, blocking the view from the door, "Yours Trueshot" he whispers in the fellow Pathfinder's ear.
Human(Skilled) Fighter/Rogue(dedication) 2 HP 32/32, AC 19/21 F: +8/ R: +9 / W: +4 Perception +6 Hero Points: 1/1, Active Conditions: n/a; Speed 30ft; Default Exploration Activity: Avoid Notice
Jac follows his companions at a bit of a distance, resisting his urge to find some objects in someone's pockets. Catching up with the others, "Have we got time here to speak with the guard before we have to meet in that warehouse, it might be better to head to the warehouse and keep watch. We've got time for the guard tomorrow." He follows into the guardhouse, but steers clear of the recruitment line, under his breath he says "Amateurs" as he sees them practice their sword play. Perception 1d20 + 5 ⇒ (19) + 5 = 24 Jac nudges Quickblade in the ribs, winks at his friend and nods towards the woman with the black hair...
About Vek StarsoulMale Vesk Soldier 1 / Solarian 12
Melee: Solar Blade +19 (6d6+19 P)
Ranged
Non-Standard Skill Bonuses
Special Abilities:
------------------------------
SPECIAL ABILITIES ------------------------------ Armor Savant: Vesk use armor in a way that complements their uniquely sturdy physiology. When wearing armor, they gain a +1 racial bonus to AC. When they’re wearing heavy armor, their armor check penalty is 1 less severe than normal. Fearless: Vesk receive a +2 racial bonus to saving throws against fear effects. Low-Light Vision: Vesk can see in dim light as if it were normal light. Natural Weapons: Vesk are always considered armed. They can deal 1d3 lethal damage with unarmed strikes and the attack doesn’t count as archaic. Vesk gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1–1/2 × their character level to their damage rolls for their natural weapons (instead of just adding their character level, as usual). Military Knowledge: Reduce the DC of Culture checks and Profession (mercenary) checks to recall knowledge about hierarchies, practices, personnel, and so on in the military by 5. Athletics is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Athletics checks. Grunt: Treat your Strength as 1 higher for the purpose of determining your bulk limit. Squad Leader: You are extremely skilled at coordinating with your squad, both because of your tactical efficiency and because of the respect that you command. If you are able to attempt the check in question, you automatically succeed at a skill check to aid another (see page 133) when assisting a squad member or other longtime ally (such as a fellow PC). Fighting Style: Blitz: The blitz fighting style is all about using speed and aggression to get into the thick of melee. You increase your speed and responsiveness, gain abilities that make you better at melee combat than your enemies, and keep on fighting even when surrounded by foes. Rapid Response: You gain a +4 bonus to initiative checks and increase your land speed by 10 feet. Solar Manifestation: At 1st level, you gain a physical manifestation of your stellar power. The base form of your solar manifestation, when not actively in use, is a mote of stellar energy slightly smaller than your fist that hovers near your head. Beyond the solar mote, your manifestation can take an additional form: a weapon that glows blue. A glowing solar manifestation, regardless of its form, sheds dim light in a 20-foot radius. You can shut off the light or darkness as a standard action in order to blend in or assist in stealth, but whenever you enter a stellar mode, the glow or darkness returns immediately. Only you can interact with your solar manifestation, whether in mote, armor, or weapon form. No other creature or effect can affect your solar manifestation in any way, including disarming or sundering it. You can seize your solar mote in one hand to form a melee weapon out of stellar energy. This weapon appears to be made out of glowing light or solid darkness, as determined by the appearance of your solar manifestation, but it can be whatever general shape you choose. Normal melee weapons like axes, swords, and spears are most common, but other shapes, such as a large rune of stellar energy, a mass of writhing energy tendrils, or an energized fist that fits over your own hand, are possible as well. Your solar weapon’s general design has no impact on its function, and doesn’t give the weapon any special abilities such as reach. Once you’ve selected the general design, you can’t change it until you gain a new solarian level. Your solar weapon functions as a one-handed kinetic advanced melee weapon, and you’re automatically proficient with it. At 1st level, choose whether your solar weapon deals bludgeoning, piercing, or slashing damage. You can change the damage type each time you gain a new solarian level. Your solar weapon deals damage equal to 1d6 + your Strength modifier. This damage increases by 1d6 at 6th level, 9th level, 12th level, and every level thereafter. Solarian weapon crystals can increase your solar weapon’s damage. Forming or dismissing a solar weapon is a move action that takes the same amount of effort as drawing or sheathing a weapon (and can be combined with a move as a single move action or used with the Quick Draw feat). Your solar weapon is automatically dismissed if it ever leaves your hand. Stellar Mode: When in battle, you enter a state of metaphysical alignment with cosmic forces. At the start of your first turn in combat, if you are conscious, you must choose one of three stellar modes: graviton, photon, or unattuned (see below). At the start of each subsequent turn of combat, you must choose to either stay in your current stellar mode or to become unattuned. If you choose to stay in your mode, you gain another attunement point for that mode. As long as you have 1 or 2 attunement points in a mode, you are attuned to that mode. Once you reach 3 attunement points in a mode, you become fully attuned to that mode. Some of your stellar revelations are zenith revelations, which can be used only when you’re fully attuned to one mode or the other. When you are fully attuned, you cannot gain more points in your mode, but you stay fully attuned until combat ends, your stellar mode ends, or you become unattuned. If you choose to become unattuned, you lose all attunement points you’ve accrued so far. At the start of your next turn, you can enter a new stellar mode or stay unattuned. At the end of combat, your stellar mode ends. If you fall unconscious during an encounter, you become unattuned. If you regain consciousness while still under threat, you can enter a stellar mode on your first turn after regaining consciousness, as if it were the first round of combat; if combat ends before you regain consciousness, your stellar mode ends. If you are not in a stellar mode, for any reason, you are considered unattuned for the purposes of your stellar revelations. When you’re not in combat, you can’t enter a stellar mode. This ability manifests only in high-stakes situations, when your training takes over and connects your mind to the universe. There needs to be some risk to you for your stellar mode to activate, so you must be facing a significant enemy. If there’s any doubt about whether you’re in combat or able to access your stellar mode, the GM decides. This also means that your stellar mode might end before what was previously a dangerous battle is over, once all that remains are dregs that don’t pose a real threat to you. Graviton Mode: When you enter graviton mode, you gain 1 graviton attunement point and become graviton-attuned. Some of your stellar revelations are graviton powers and get stronger if you’re graviton-attuned. While graviton-attuned, you gain a +1 insight bonus to Reflex saves. This bonus increases by 1 for every 9 solarian levels you have. Photon Mode: When you enter photon mode, you gain 1 photon attunement point and become photon-attuned. Some of your stellar revelations are photon powers and get stronger if you’re photon-attuned. While photon-attuned, you gain a +1 insight bonus to damage rolls (including damage rolls for your stellar powers). This bonus increases by 1 for every 6 solarian levels you have. Sidereal Influence: You can tap into stellar forces outside of battle, using the properties of gravitons or photons to affect your skill use. At 3rd level, choose two skills from the lists below, one from the graviton list and one from the photon list. At 11th level and again at 19th level, choose two more skills. Each time you pick skills, choose one from the graviton list and one from the photon list. To use your sidereal influence, you must spend 1 minute in meditation, then choose either graviton skills or photon skills. When attempting a skill check with one of your selected skills of the chosen type (either graviton or photon), you can roll 1d6 and add the result as an insight bonus to your check. This ability lasts until you enter combat, fall unconscious, sleep, or meditate again to choose a different skill type. You can reactivate this ability by meditating again for 1 minute. Graviton Skills: Bluff, Disguise, Mysticism, Sense Motive, Stealth
Flashing Strikes: When making a full attack entirely with melee weapons, you take a –3 penalty to each attack roll instead of the normal –4 penalty. Stellar Revelations:
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STELLAR REVELATIONS ------------------------------ Black Hole: (G, Zenith) When you’re fully graviton-attuned, as a standard action, you can pull any number of creatures within 20 feet of you closer. You choose which creatures are affected and which ones aren’t. Each target must succeed at a Fortitude save or be pulled 10 feet toward you. The range of this revelation and the distance pulled increase by 5 feet at 5th level and every 4 levels thereafter. Solid objects do not block this ability, but any creature that runs into a solid object ceases moving closer to you. Creatures moved by this ability do not provoke attacks of opportunity from this movement. After you use this revelation, you immediately become unattuned. Black hole functions as a zenith revelation for the purposes of abilities that reference them. Defy Gravity: (G) As a move action, you can fly up to your speed. You must end this movement on solid ground or you fall. At 12th level or higher, you don’t have to land if you immediately follow your flight with another move action to use defy gravity. On your last move action of the turn, you still have to land or fall. When you are attuned or fully attuned, your fly speed from this revelation increases by 10 feet. Gravitic Reinforcement: (G) As a move action, you can gain a +1 enhancement bonus to your lowest saving throw for 1 minute, which persists even if you become unattuned, but not if you leave combat or a similar high-stress situation. If multiple saving throws are tied for lowest saving throw, choose one to benefit from this revelation. If you are in graviton mode while benefiting from this revelation, this bonus instead applies to all of your saving throws for as long as you are in graviton mode. This bonus increases by 1 at 8th level, and again every 6 levels thereafter (currently +2). Gravity Boost: (G) You can increase or reduce the gravitational attraction between yourself and the terrain around you. You can add a bonus equal to one-third your solarian level (minimum +1) to Athletics checks to climb, jump, or swim as part of the action you take to attempt the skill check. In addition, as a reaction when you are falling, you can reduce the falling damage you take by half. At 6th level, you can move along vertical surfaces and even upside down along ceilings for 1 round. This functions as spider climb, but it leaves your hands free and you can also run. You must end your movement on a surface that can support you normally. If you end your movement while you are standing on a vertical surface or ceiling, you fall unless you succeed at an Athletics check to climb to remain in position. When you are attuned or fully attuned, the bonus you gain from this revelation to checks to climb, jump, or swim doubles. Plasma Sheath: (P) As a move action, you can cause all of your melee attacks to deal fire damage instead of their normal damage type. (The attacks are still made against the target’s EAC or KAC as normal for the weapon.) This benefit lasts for 1 round or until you leave photon mode. When you are attuned or fully attuned, your attacks with plasma sheath deal additional fire damage equal to half your level. Soul Furnace: (P) As a move action, you can spend 1 Resolve Point. If you are suffering from an affliction (a curse, disease, drug or poison), you can immediately attempt an additional saving throw at the affliction’s normal save DC. If you succeed at this saving throw, the affliction ends (regardless of how many successful saving throws it normally takes to end the affliction). Once you have used this revelation, you can’t use it again until the next time you regain Stamina Points after a 10-minute rest. When you are attuned or fully attuned, you can also use this revelation to end any one of the following conditions you have: bleeding, blinded, burning, cowering, dazzled, exhausted, fatigued, frightened, panicked, shaken, or sickened. Stellar Rush: (P) As a standard action, you can wreathe yourself in stellar fire and make a charge without the penalties. When you are attuned or fully attuned, you can substitute a bull rush for the melee attack at the end of the charge. Whether or not you succeed at the bull rush, the target takes 2d6 fire damage (Reflex half). This damage increases by 1d6 at 6th level and every 2 levels thereafter. Stellar Acceleration: (P, Zenith) When you’re fully photon-attuned, you can make a full attack as a standard action. In addition, you and up to six allies within 30 feet are affected by haste for 1 minute after you use this revelation. Supernova: (P, Zenith) When you’re fully photon-attuned, as a standard action, you can deal 1d6 fire damage plus 1d6 additional fire damage per solarian level to all creatures within 10 feet of you. A creature that succeeds at a Reflex save takes half damage. At 9th level, you can increase the radius to 15 feet, and at 17th level, you can increase the radius to 20 feet. After you use this revelation, you immediately become unattuned. Supernova functions as a zenith revelation for the purposes of abilities that reference them. Wormholes: (G, Zenith) When you’re fully graviton-attuned, you can create two linked wormholes as a standard action. One wormhole must be adjacent to you, and the other appears anywhere in line of sight within medium range (100 feet + 10 feet per solarian level). Each wormhole is 5 feet across and appears at an intersection between two squares. You and any Large or smaller creatures you mentally designate (you can designate “all creatures,” “all lashuntas,” or similar categories) can travel between the wormholes. This is considered extradimensional travel. Entering a wormhole instantly transports a creature to a square adjacent to the other wormhole’s intersection, where the creature can continue its movement. The wormholes remain for 1 round for every 2 solarian levels you have. Feats:
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FEATS ------------------------------ Adaptive Fighting: Select three combat feats that you do not have but whose prerequisites you meet: - Blind-Fight - Penetrating Attack - Weapon Focus (Advanced Melee) Once per day as a move action, you can gain the benefit of one of these feats for 1 minute. Each time you gain a level, you can replace one of these three selected feats with a different feat that you don’t have but meet the prerequisites for. Deadly Aim: When you take the attack or full attack action with weapons (including a solarian’s solar manifestation, but not spells or other special abilities of any kind), you can take a –2 penalty to your attack rolls. If you do, those attacks deal additional damage equal to half your base attack bonus (minimum 1). Enhanced Resistance: You gain damage reduction equal to your base attack bonus. Spellbane: You gain a +2 insight bonus to saving throws against spells and spell-like abilities. Step Up: Whenever an adjacent foe attempts to take a guarded step away from you, you can also take a guarded step as a reaction as long as you end up adjacent to the foe that triggered this ability. Step Up and Strike: When using the Step Up feat to follow an adjacent foe, you can move up to 10 feet. You can also either make an attack of opportunity against the foe, or wait to see if the foe provokes another attack of opportunity at any point before the end of its turn. Either way, this attack of opportunity does not count toward the number of actions you can usually take each round; it is part of the Step Up reaction. Versatile Fighting: You can spend 1 Resolve Point to use the Adaptive Fighting feat after you have already used it in the same day. If you use Adaptive Fighting again before the duration of a previous use expires, you replace the previous combat feat gained with another choice from Adaptive Fighting. If a combat feat you chose with Adaptive Fighting has a daily use limitation, you cannot use Versatile Fighting to use that feat more often than its daily limit. Weapon Specialization: You gain specialization in solarian weapons, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. Gear/Possessions:
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GEAR/POSSESSIONS ------------------------------ Credits: 824 Carrying Capacity Light 0-?? lb. Medium ??-?? lb. Heavy ??-?? lb. Current Load Carried 3 Minor Electron Crystal (3850 cr) (L) Survival Knife (95 cr) (L) ~Specialist Defiance Series (16950 cr) (3) ~Haste Circuit (9250 cr) (L) Personal Upgrade (+2 Strength) (1400 cr) (-) Ring of Resistance Mk I (735 cr) (-) Industrial Backpack (25 cr) (?) *Flashlight (1 cr) (L) To Sell:
*Stored in Backpack
Bot Me!:
Background:
Appearance and Personality:
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