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Jestyn's page
54 posts. Organized Play character for Ed Birnbryer.
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Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Vane Oreld wrote: I hope some portion of my old personality will survive the transition! ;)
PS: it would be neat if you can actually manage to build him with his previous skills (see header) intact or improved upon! :) :) :)
Some areas I can easily improve like P:Herbalist (+12) and Survival (+12) Since the Life Shaman does not get K:Geography and Stealth, that is problematic, more so as currently I have him running around in chainmail (-5 Stealth). +5 Alchemy/+5 Leather is there. Still tinkering with it as I forgot about the Background skills but Healing hex, (Witch Hex)Slumber (DC 17) and Life Link Hex are fairly locked in along with Heal +13/Perception +15.
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Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Almost finish with a Life Shaman. Just need to do some shopping and figure that I will not be able to join until after the battle.
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
In the US, most of us only speak one language, very badly. :)
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Given that there is no PFS group in my area (Rural Levy County, Fl), I would have no problem continuing and the character that I wanted to apply the chronicle has the Prestige to pay for the raise dead. I can go with Oreld and come up with a healer/herbalist, maybe an Alchemist or Shaman.
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Mop needed on aisle 8.
Down side with this level of play is no Breath of life. Oh well.
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Sickened Attack Queen: 1d20 + 7 + 2 - 2 ⇒ (9) + 7 + 2 - 2 = 161d10 + 3 - 2 ⇒ (3) + 3 - 2 = 42d6 ⇒ (5, 5) = 10
Timing his strike to coincide with Arthur's attack, Jestyn returned the swipe that she took on him using his curved blade.
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Not liking being a pinata for the large creature, Jestyn withdrew from the area and back to the group. "Big angry Trog!" he yelled as rejoined him, trying to remember where he dropped his weapons.
Full withdrawal as per message
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Will save: 1d20 + 1 - 2 ⇒ (10) + 1 - 2 = 9
GM Reroll +1: 1d20 + 1 - 2 + 1 ⇒ (3) + 1 - 2 + 1 = 3
That was a waste of a reroll! :(
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Page 201 of the Core book.
Trip
You can attempt to trip your opponent in place of a melee
attack. You can only trip an opponent who is no more than one
size category larger than you. If you do not have the Improved
Trip feat, or a similar ability, initiating a trip provokes an
attack of opportunity from the target of your maneuver.
If your attack exceeds the target’s CMD, the target is
knocked prone. If your attack fails by 10 or more, you are
knocked prone instead. If the target has more than two legs,
add +2 to the DC of the combat maneuver attack roll for each
additional leg it has. Some creatures—such as oozes, creatures
without legs, and f lying creatures—cannot be tripped.
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Less foes to deal with once we take care of them!
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Jestyn tried to attack the lizard but was having a hard time in the press of battle.
Attack Lizard: 1d20 + 7 - 2 ⇒ (1) + 7 - 2 = 61d10 + 3 - 2 ⇒ (7) + 3 - 2 = 8
The dice roller is getting its revenge on Jestyn when it gave two crits in battle to one of my other characers.
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Fort save: 1d20 + 4 ⇒ (5) + 4 = 9
Between the filth tossed on him and the trogs stench, Jestyn was not having good day of it as he tried to hit the lizard with his sword.
Curved blade on lizard: 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 71d10 + 3 - 2 ⇒ (2) + 3 - 2 = 3
Revenge of the dice roller. Drop bow (again) and draw sword. Swing and a miss.
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
With the group on the move, Jestyn headed in their direction.
Perception: 1d20 + 9 ⇒ (1) + 9 = 10
I hope that is the last I see of that roll
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Jestyn put away his sword and picked up his bow.
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Swim: 1d20 + 6 ⇒ (17) + 6 = 23
Getting his bearings by letting a small bubble of air out of his mouth Jestyn followed it up to fresh air. Once he got a breath, he swam towards land.
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Swim: 1d20 + 6 ⇒ (3) + 6 = 9
Cut line: 1d20 + 7 ⇒ (3) + 7 = 101d10 + 3 ⇒ (3) + 3 = 6
Jestyn tried cutting the line holding Arthur but was not having any luck due to the friction of the water, and trying to swim in place.
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Swim: 1d20 + 6 ⇒ (11) + 6 = 17
Moving the best he could, Jestyn started swimming closer to help cut the line that was holding Arthur underwater.
Full round to move 15'
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Swim: 1d20 + 6 ⇒ (7) + 6 = 13
Cut line: 1d20 + 7 ⇒ (9) + 7 = 161d10 + 3 ⇒ (7) + 3 = 10
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Trying to stay afloat by kicking his feet, Jestyn hacked at the strand that was holding him.
Swim: 1d20 + 6 ⇒ (9) + 6 = 15
Cut line: 1d20 + 7 ⇒ (2) + 7 = 91d10 + 3 ⇒ (9) + 3 = 12
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Can I try to cut the line?
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Miss? 1-20%: 1d100 ⇒ 85
Curved blade: 1d20 + 7 ⇒ (4) + 7 = 111d10 + 3 ⇒ (10) + 3 = 13
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Tossing the bow to shore with one hand, Jestyn smiled as he rode the strand to his next target as his other hand pulled out the curved blade. "Can I have some light here please." he asked, heading towards the darkness.
Move action, toss bow to shore and draw weapon as part of the action. Ready action, attack the crab thing when I get into range.
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Can I drop the bow on shore before getting dragged in?
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Am I considered grappled or can I cut the strand using my curve blade?
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Jestyn looked towards the dwarf and smiled. "You have some catching up to do, I am already two for two." he said.
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Arrow Purple: 1d20 + 9 ⇒ (20) + 9 = 291d8 + 4 ⇒ (3) + 4 = 72d6 ⇒ (2, 3) = 5
Crit?: 1d20 + 9 ⇒ (6) + 9 = 152d8 + 8 ⇒ (4, 1) + 8 = 13
Seeing the creatures out of the corner of his eye, Jestyn moved over to get a clearer shot, sending an arrow right at the creatures mouth.
12 damage or 25 if a 15 will hit its flatfoot
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Jestyn quietly moved up, ready for any reinforcements to show up.
Stealth: 1d20 + 11 ⇒ (4) + 11 = 15
Half move and try to hide. Ready action, when a foe gets 30' or less, shoot it
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Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Fort save: 1d20 + 4 ⇒ (20) + 4 = 24
Guess I have been in a troglodyte cave before, or smelled Pervish cooking. :)
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Hearing the garbled sound coming up ahead, Jestyn stepped over to have a clear shot and let loose an arrow at the troglodyte.
Arrow Sneak attack 30': 1d20 + 9 ⇒ (8) + 9 = 171d8 + 4 ⇒ (1) + 4 = 52d6 ⇒ (5, 4) = 9
Hit AC 17 flatfooted for 5 and 9 sneak attack
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Jestyn moved up a bit, hugging the cave wall, bow ready in case it was needed.
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Stealth: 1d20 + 11 ⇒ (10) + 11 = 21
K:Nature: 1d20 + 6 ⇒ (11) + 6 = 17
Jestyn quietly looked around, trying to get an idea about the fungi in the area as he waited for the others to join him.
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Motioning to the group, Jestyn headed to the closer cave entrance, keeping an eye open for traps and trying to not lose his hearing in the process.
Perception: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Trying to get an idea how much time we would have to get inside. 5 minute duration of light on them when the sunsets?
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Jestyn headed back with the others to let the second group know what the plan was.
Stealth is 21 when taking 10
When they arrive, Jestyn starts drawing a map in the dirt to show the group the layout. "We need to be careful. These guys are smart and have fungi called "Shriekers" at the cave entrance to serve as an alarm for any one coming in. If they raised them that way, then there is someone skilled in dealing with the mushrooms and need to keep an eye out for them." he said, laying out the plan of action.
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Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
"We might want to wait a while, those mushrooms are called Shrikers and if you get close or have a light, they start making a racket. Now, the sun will set in two hours and they will go off when the sunlight hits them. We will want to plug our ears but since it happens at the same time, the Trogs will expect it but not us coming in. At least it will help cover our entrance and the noise from the less stealthy members of the party." Jestyn said, trying to estimate how long the sunset will shine on the patch of mushrooms.
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
K:Geography: 1d20 + 9 ⇒ (11) + 9 = 20
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Holding his hand out to halt the others, Jestyn scanned the area for anything unusual, and four foot mushrooms are a good place to start checking out from a distance.
Perception: 1d20 + 9 ⇒ (14) + 9 = 23
K:Nature: 1d20 + 6 ⇒ (13) + 6 = 19
Same modifier if it is K:Dungeoneering
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
"I agree, no use becoming the main course at a Trog social. We will have to teach them the error of their ways, at sword and arrow point if needed." Jestyn said.
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
"Plan for battle then. We might want to see if we can thin their patrols before we go attacking them in their home." Jestyn suggested.
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
I guess we can upgrade the last commoner to another Adept and bump up one of them a level.
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
GM PDK wrote: @Jestyn, you're the last one, so the rest of the NPCs fall on your lap Sir!
So... --> an Aristocrat, an Expert, and a Warrior walk into a bar. What are their names and which skills did you pick for them? :)
Aristocrat 1
Sir Dezar, (bastard) son of Baron Gilar of Ironbrook. A historian, he has used his connections within the court to get a position in the library.
K:History, Sense Motive, Survival
Expert 1
Restial, a minor merchant of bows, on the side he has a started to make small pieces of jewelry to help supplement his income.
Craft (Bow/Jewelry), K:Engineering, Profession (Merchant), Stealth, Survival
Warrior 1
Hrothgar the Bold, Master of the hounds. He helped train the guard dogs.
Handle Animal
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Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Jestyn accepted the gifts from Vane, Kining, Jet__, and Rhyna. "Thank you for the gifts. Some, I hope I will not need, but they will be handy none the less."
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Dommer wrote: GM PDK wrote: @Dommer&Jestyn: you often make several jabs at each other, and have been pranking each other pretty much on a daily basis, to the great enjoyment of many refugees. This healthy and harmless elf/dwarf rivalry is a distraction to many who would otherwise sink in a pit of despair. I like the Gimli/Legolas feel of it :) Even if in our case the Dwarf is the one with the bow! Funny, I have one of those, and a big blade if they get too close. At least I know which way to load it...
(Then I saw that you are a Zen Archer...)

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Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Stepping over to the banner, Jestyn grasped it as he looked upward. "The pine cone is a symbol of growth and renewal. The mighty pine tree started from a lowly cone. We must nurture and preserve our group for it to grow and survive." he said, pointing to the cones.
"The two sticks that form the banner are lashed together, and are only as strong as the bindings. We must stick together if we are to survive." he said pointing to the lashing of the sticks.
"The scarf of green represents the protection of nature in our endeavor. To protect us and for us to use as cover to strike down our foes. We mush preserve it or other forests will wilt and die" he said, touching and kissing the scarf.
"The Hemlock Banner!" he said, whipping the crowd into a frenzy.
Diplomacy: 1d20 ⇒ 20
Antitoxin
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Jestyln looked at the banner and thought a moment. "Maybe another crossbar and have the scarf form an X to show that we are out to cross out our enemies. It will also be easier for those loyal to us to show their alliance, by crossing their fingers on their right hand." he suggested.
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Here is a list of everyone's Craft/Profession/Highest Knowledge/Perception
Jestyn Traps/Trapper/K:Geography/+9
Dommer Bows/Woodworker/K:Religion/+11
Herman None/Herbalist/K:Arcana & Nature/+11
Arthur* None/None/None/+7
Grenwold Mapmaking/None/K:Local/+9
Fizzlewumpit None/Herbalist/K:Nature/+11
Luke@ None/None/K:Dungeon & Engineer/+5
* Appears to not have any background skills.
@ 1 rank in K:Engineering but I do not see any other background skills.
I would suggest that Fizzlewumpit take another profession as Herman has over twice the skill in that area. As no one has Alchemy, that might be an area to look into.
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
Working on that right now.
Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
I will max out craft (traps) then

Male Elf Nirmathi irregular 1/Rogue (Scout) 3 |HP 2/32| AC 18, T 14, FF 14|CMD 19| F +4 R +9 W +1; +2 vs. Poison|Init +6| Perc +9| |Speed 30ft|Favorite Enemy (Humans)|Active Conditions: None.|Arrows18/Blunt20/Cold Iron 20|
As a thought, if anyone has 250 gp burning a hole in their pocket, a Traveler's any tool might be a good idea.
Traveler's Any-Tool
Source Ultimate Equipment pg. 323
Aura moderate transmutation; CL 9th
Slot none; Price 250 gp; Weight 2 lbs.
Description
This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well.
The any-tool counts as a set of masterwork artisan’s tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.
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