Kereda Harper

Jera Alsabor's page

25 posts. Alias of Captain collateral damage.


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Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3

Will Save: 1d20 + 3 ⇒ (5) + 3 = 8
:/


Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3

Jera moves to the door and starts to close it, looking at Mikkitar. "Get in here! Unless you've got something to deal with invisibility, we need to close this so they can't just leave!"


Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3

Will Save: 1d20 + 3 ⇒ (12) + 3 = 15
:D
Jera manages to blink away the brilliant colors blasting his eyes. He starts to tug his sword free from it's concealing cane.


Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3

I have put myself on the map, I forgot post when I did so. Sorry to hold the group up.


Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3

Jera advances cautiously into the room with his lantern, keeping an eye and an ear open for any signs of inhabitants.
Perception+Inspiration: 1d20 + 5 + 1d6 ⇒ (20) + 5 + (4) = 29
I see ALL the things!
If he finds nothing, he moves to the door and gestures to Nocki. "I don't think there's any salt water on this one."
Just before Nocki opens the door, Jera grabs one of the icons around his neck, a symbol of Torag, and mutters a few incomprehensible words. As he does so, a wide transparent disk begins to circle around him in midair.
If we don't find anything, I'd like to cast shield before we open the door.


Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3

Yeah, midnight works for me lol.


Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3

Jera nods in agreement with Nocki's suggestion. "How close to the tavern do we want to get? They'll probably be pretty paranoid about people trying to investigate them."


Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3

Jera does his best to appear nonthreatening, keeping his hands away from his weapons and backing up what the others have said.
"All we're looking for is Natalya, we're not looking to offend anyone or for any trouble."


Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3

Jera moves out of the tent with the others. Much of the exchange with Zograthy having gone over his head, Jera tries to parse what he's learned.
"So if we find the Tower Girls, they likely won't know where Natalya is either, right? Since they're also looking for her."


Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3

Jera watches the exchange in silence from the back, but pays close attention when the fortune-teller begins to say what he knows.


Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3

Jera follows along quietly, seemingly absorbed by the sights of the city. He does pay attention to Mikkitar's warning concerning Watcher's row, however.


Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3

Jera remains mostly quiet, thinking about the new information. He speaks up only briefly.
"I'm afraid I'm very new to this city, and the Sczarni, so I'll follow the lead of our members who are more experienced in that front."


Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3

Jera hastily tries to explain further. "Once we figured out the correct combination of letters to open the box, it triggered a trap that summoned a pair of minor extraplanar creatures that did... this." He gestures to the chaos around the room. "We dispatched them, and the magic that called them here sent them back."


Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3

Rereading the description of Inspiration, I can add a d6 to all of my Knowledge, Spellcraft, & Linguistics checks without expending a use of inspiration, so I'll do that in the future. (It looks like I made all the checks anyway, so it's not super important.)
Spellcraft+Inspiration: 1d20 + 7 + 1d6 ⇒ (13) + 7 + (6) = 26
Jera pulls at the top of a cane at his side, and his hand comes away holding a long, slender blade, previously concealed within the cane. He swings wildly at the remaining creature, but doesn't even come close to striking it.
Sword Cane: 1d20 + 2 ⇒ (2) + 2 = 41d6 ⇒ 4


Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3

"Well, Lucre would be my guess if this is some kind of treasure box. I wonder if the letter runes could be swapped with the wrath runes on different sides of the box... Unless anyone has any other ideas as to how to arrange cruel?"
Unless anyone has any objections or better ideas, Jera will touch both the rune on the right side of the box with the letter R.


Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3

Know. Dungeoneering: 1d20 + 7 ⇒ (10) + 7 = 17
Jera unfurls one of the scroll and repeats the contents to his new companions. He then tries to recall if he'd heard anything about paradox boxes previously.
Know. History? + Relic Hunter: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22


Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3

Jera graciously accepts the water.
He watches Sandu perform the Harrow ceremony with some interest.
"That's some kind of fortune-telling deck, right? Can I ask the significance of those cards?"


Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3

Jera nods and smiles politely to Roger as he shows Jera in.
"You presume correctly."
Jera introduces himself to the others as he enters the room.
"I am indeed here for the meeting as well! Jera Alsabor, at your service. I don't know any specifics of why we've been summoned, but I imagine it has something to do with ancient Thassilon. Ancient civilizations are my speciality, and Thassilon is why I requested a post in Varisia." He is clearly very eager to learn more of the mission.
Once Sandu arrives, Jera seems very curious about his goddess, asking him several questions about his faith if allowed.


Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3

Jera has been staying in an inn near to Heidmarch Manor. He spent the few days prior to receiving the letter taking in the sights of the city and getting the lay of this strange, new land. Mostly, he was just trying put his thoughts away from the Pathfinder Society and the relative dismissiveness Venture-Captain Heidmarch had treated him with in their first meeting. When he receives the letter, Jera's mind cannot help but race with possibilities as to what his first assignment could be, to the point where he is practically bouncing with anticipation when he arrives.
Jera is a young Garundi man, and is equipped strangely even for a group so diverse as the Pathfinder Society. He wears a wide variety of trinkets, relics, and symbols on his person, including a pantheon's worth of icons of various deities. Under his mess of symbols and a long coat with a wide collar, he wears well-maintained studded leather armor. On his right side is a bow and quiver, while a cane is strapped to his left.


Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3

I can see it! Yay! :)
Gameplay post will be up soon.


Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3

For some reason, I can't see the gameplay thread at all? Not sure what's happening there.


Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3

Sure, that's fine with me.


Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3

Oops, I forgot about background skills entirely. Changed some skills around.
Jera has only been in Magnimar a short while, so he only has 1 contact.
Nara Anendil is a fellow Pathfinder Jera met while in training in Absalom. She's a scholar and a wizard, and helps the society with research and the compiling of information, but is less interested in adventuring herself.


Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3

Yeah, I was at first just building a normal investigator, but then I saw the antiquarian archetype, and I thought. "I can't not play this" :)


Human Investigator (antiquarian) 1; Init +2; Perception +5 (+6 vs. traps); hp 9/9; AC 15/T 12/FF 13; CMD 12; Fort +1; Ref +4; Will +3

Hello everyone! Looking forward to playing. :)
Jera is primarily geared towards skills, but antiquarian allows him to be a much more effective support caster than a standard investigator, since he's not limited to only casting on himself.