Gabe

Jon Silver's page

21 posts. Alias of Bombadil.


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Elf Rogue 5 / HP 36 of 36, AC 18, Fort. 3, Ref. 9, Will 2

Initiative: 1d20 + 4 ⇒ (15) + 4 = 19

Eager to aid his friends, Jon continues his sprint towards the sounds of combat.

wand charges reduced and HP updated


Elf Rogue 5 / HP 36 of 36, AC 18, Fort. 3, Ref. 9, Will 2

"In the bell tower?" Jon looks wide eyed at the tower looming above them. "Come on, Raspin, they might need our skills." Jon sprints into the bell tower, eager to aid his friends.


Elf Rogue 5 / HP 36 of 36, AC 18, Fort. 3, Ref. 9, Will 2

Jon approaches the guards in front of the belltower, full of concern at the sight of blood.

"What's happened here!"


Elf Rogue 5 / HP 36 of 36, AC 18, Fort. 3, Ref. 9, Will 2

I'm here, slow pace is ok, glad to hear the surgery went well, hope the recovery goes equally smooth


Elf Rogue 5 / HP 36 of 36, AC 18, Fort. 3, Ref. 9, Will 2

Jon uses his wand of Cure LIght Wounds to heal the man that collapsed in front of him. As the sounds of conflict and the cries of the guards drift in, Jon runs to aid them, using the wand on himself twice to heal the damage he's taken.

"Hurry Raspin, our talents are needed still!"


Elf Rogue 5 / HP 36 of 36, AC 18, Fort. 3, Ref. 9, Will 2

Continuing to protect the man and the boy, Jon presses his attack against the creature he just slashed.

Short Sword Attack: 1d20 + 8 ⇒ (15) + 8 = 231d6 + 3 ⇒ (3) + 3 = 6


Elf Rogue 5 / HP 36 of 36, AC 18, Fort. 3, Ref. 9, Will 2

Feel free to move me to the tower combat if that makes things easier, whatever story vehicle works for me. I've always tried to avoid split groups as a GM, it just makes things complicated.


Elf Rogue 5 / HP 36 of 36, AC 18, Fort. 3, Ref. 9, Will 2

Jon's top priority would be protecting the townsfolk, so he'll stay right where he is at and keep that grimlock away from the man and child.

Once that grimlock is defeated he would move to help Rasputin or the guards, then as soon as the threat ends he'll start using his wand of cure light wounds to save any of the dying townsfolk that he can.

I'll be at PaizoCon this weekend, so probably no posts from Thursday to Sunday evening.


Elf Rogue 5 / HP 36 of 36, AC 18, Fort. 3, Ref. 9, Will 2

Jon uses his body to shield the man and boy, if possible, not wanting there to even be a chance that the creature can strike towards them.

will shift if necessary to protect them, but if not then I'll save it for the later option.

"You gray monstrosity, I'll slice you apart like your companion!" Jon bellows at the creature, striking out with his short sword.

Short Sword Attack: 1d20 + 8 ⇒ (14) + 8 = 221d6 + 3 ⇒ (2) + 3 = 5

if the earlier shift wasn't required, and by shifting now Jon can provide the guards with flanking without exposing the man and child to attacks, then he'll shift to the location that provides the most benefit for the guards.


Elf Rogue 5 / HP 36 of 36, AC 18, Fort. 3, Ref. 9, Will 2

Unwillingly to leave the man and child to a butchering at the beast's hands, Jon acrobatically springs from the rooftop to the street below, drops his bow and draws his short sword, and attacks the creature with an uncanny ferocity while continuing to call for the guards."GUARDS, HELP US!"

Acrobatics for leap from rooftop: 1d20 + 12 ⇒ (7) + 12 = 19

Short Sword attack on beast threatening the man and child: 1d20 + 8 ⇒ (19) + 8 = 271d6 + 3 ⇒ (5) + 3 = 8

"Have some courage and fight an armed man you gray skinned brute!" barks Jon at the creature, hoping to draw his attacks away from the man and child.

oohh, possible crit., and the confirm: 1d20 + 8 ⇒ (5) + 8 = 131d6 + 3 ⇒ (5) + 3 = 8


Elf Rogue 5 / HP 36 of 36, AC 18, Fort. 3, Ref. 9, Will 2

From the top of the building, Jon yells for any guards that may be in the area. "GUARDS! GUARDS! HELP US!"

Taking aim at a gray skinned creature, (preferably one not in combat, but assuming they all are at this point, if so I'll target the one threatening Raspin) Jon unleashes a cold iron arrow at the beast.

Bow attack: 1d20 + 8 ⇒ (5) + 8 = 131d8 + 2 ⇒ (4) + 2 = 6

As he shoots at the creature, Jon taunts it from the rooftop. "Hey, grayskins, bet you can't climb up here, you best stay down in the street where I can pincushion the lot of you."


Elf Rogue 5 / HP 36 of 36, AC 18, Fort. 3, Ref. 9, Will 2

Jon's eyes go wide as the actor crumples on the stage, blood flowing from the axe wound. "That's no thespian!" Quick as the wind, (or a gentle breeze per that initiative) Jon sprints to a nearby building, hoping to scamper up the side and gain high ground from the approaching threat. Once he gains the roof, or a balcony, he draws his bow and starts shooting at the gray skinned brutes.

if unable to get to a building from the approach of the creatures, then Jon will move into combat, with a foe on the perimeter if possible, drawing his silver mace during the move and striking at the creature.

possible rolls for the set of actions

Acrobatics: 1d20 + 12 ⇒ (2) + 12 = 14

Climb: 1d20 + 10 ⇒ (12) + 10 = 22

Bow Attack: 1d20 + 8 ⇒ (12) + 8 = 201d8 + 2 ⇒ (1) + 2 = 3

Silver Mace Attack: 1d20 + 7 ⇒ (9) + 7 = 161d6 + 2 ⇒ (4) + 2 = 6


Elf Rogue 5 / HP 36 of 36, AC 18, Fort. 3, Ref. 9, Will 2

Jon Silver eagerly seeks out Foora, interested to see if she has any festival specials on potions for sale. The cheery (yet still naive) Jon is aware of the threat presented by the Southspur neighborhood, but doesn't properly respect it (yet!)


Woot! looking forward to the game!


Jon Silver is the character I've created for this campaign, a 5th level elven rogue of the stealth type (although I've just realized his gear isn't correct and contains a hodge podge of past items and missing some of the intended items, so I need to clean that up).


Elf Rogue 5 / HP 36 of 36, AC 18, Fort. 3, Ref. 9, Will 2

Character Relationships:

Lummel "foot down" Karson
True to his own words, Lummel was diligently standing on watch that early morning when Jon alerted the guards to the approaching raiders. Since that day a respect has remained between the two, an understanding that though their paths in life may be drastically different, they both would sacrifice to protect the good people of Brindin's Ford

Alviss
After Jon's elevation to 'hero' for the event of the repelled raid, he found himself the recipient of drinks and congratulation in taverns about town. While enjoying a free mug of ale and telling the story of his journey to Brindin's Ford, Jon caught the attention of Alviss. The dwarf questioned Jon about his travels, in particular for information about a lost group of pathfinders and a lost dwarven crafthall in the region of the Aspodells. Though Jon hadn't come across either, the two have remained friendly and Jon could see a day when he might accompany the dwarf on his search into the mountain region.

Elesandira
Jon has seen the half-elf ranger several times during her excursions into the areas outside of Brindin's Ford. Her elven heritage reminds Jon of home and although he did leave a misfit, the young elf still misses elven society and is always glad to see Elesandira. Though they have never had a formal conversation, Jon has called out greetings and waved at her from the tree tops, a beaming smile on his jovial face.


am I still in the running?


Elf Rogue 5 / HP 36 of 36, AC 18, Fort. 3, Ref. 9, Will 2

It might take me a day to get the character relationships to the rest of the party, maybe Jon will know 'Foot Down' Lummel from the event of alerting the guards to the raiders, but I'd like to find some connection for the half-elf Elesandira and the dwarf Alviss as well.


Jon never did take to magic academy like the other elven children. He tried, all the time, but his mind drifted to the tree tops while his incantations went awry. The teachers punished him, yelled at him, questioned his elven heritage, they even made him stay during recess to keep studying while the other elven children played. But nothing was going to make his career that of a mage, the boy’s mind, though gifted, was not focused on the magical arts.

Jon’s real passion was the tree tops. The other elves loved the forest, some even worshipped it, Jon just wanted to play in it. Every moment he could spare he spent in the canopy of the trees, running along thin branches and leaping from limb to limb. One particularly mean day at school, alone and nose down in book while the other kids ate lunch, Jon made his decision to strike out on his own.

The first weeks were tough, as they always are for meandering misfits. He hid in the canopies of the trees, relying on stealth to keep him safe from predators and provide the occasional filched meal from a forest cottage or small village. In time his travels brought him along the course of the River Keld, following the trees that clustered against the water’s edge.

It was a fateful early morning, the sun just rising, when Jon spotted a band of raiders slipping along the river, sneaking up on the town of Brindin’s Ford. It’s a strange honor system that rogues have, the very people Jon had been stealing meat pies from became the folks he sought to protect. Jon rushed along the tree limbs to where he knew guards to be posted and alerted the city watch to the impending attack. The alarm was sounded, the raiders driven away, and Jon went from the fringes of society to the status of hero in Brindin’s Ford.


I'll withdraw Jon Silver from the process, good luck everyone


righteous cleric completed

Jon Silver was born the son of a noble, Duke Medyved, unfortunately his mother was the maid. Life for the young bastard was difficult in the manor house. Although he lived in the servants quarters with his mother, his genetic heritage was obvious and the scandal of his birth and the Duke's affair with his mother was the subject of whispered gossip throughout the halls of the manor.

This event defined the early part of his life and his relationships with those in the manor house. The two legitimate sons of the Duke loathed his presence, for obvious reasons, and treated him horribly, bullying the young boy every chance that presented itself. Jonathon didn't take the abuse without fight and more than once bloodied the noses of the older boys that tormented him. This retribution would have had any other servant boy thrown from the grounds, but the Duke always intervened and allowed him to stay, secretly proud of the strength in his illegitimate son.

His defiance and resolve to stand up to the bullies made him a hero among the other children of the servants, a symbol that a person's blood didn't define their worth. His biggest fan (and his first crush) was Rosie, the daughter of the cook, a shy girl that was constantly teased for her weight except when Jon was around, then no one dared peep a discouraging word. Even years after his departure from the manor house, Jon would find himself thinking about her.

Time changes everything though. His mothered perished from a creeping sickness that healing couldn't stop, succumbing to the disease in Jon's 13th winter. Even the Duke couldn't prevent his departure from the manor at that point, yet in his kindness he provided for the boy, setting him up with a job at the temple of Gorum. A priest that had long been a friend of the duke, Jakeson Wells, a man of both cloth and steel, taught the boy a new path. The way of faith and divinity suited him well, but the fire of youth and his penchant to confront those he found wrong conflicted with the passive attitude of other members of the cloth, especially acolyte Melthos. Jakeson recognized the brewing conflict and found Jon an outlet in practice with the city watch.

Under the tutelage of the watch captain, Karn Galler, he learned the skills of weapons and armor. The captain knew Jon's heritage and admired the youth's efforts and fortitude, seeing him as a common man's noble. Soon Jon found himself on patrols one night a week with Maluk and Shem, his training partners from the militia grounds. His watch fellows helped him spend the few coins he earned, enjoying drinks at the local taverns and proud to have the simple man of faith as their friend.

allies: The Duke, Jakeson Wells, Karn Galler
rivals: The Duke's two sons, acolyte Melthos
acquaintances: Rosie, Maluk, Shem

Jonathon Silverius:

JONATHON SILVERIUS CR 1/2
Male Human Cleric 1
CG Medium Humanoid (Human)
Init +3; Senses Perception +3
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DEFENSE
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AC 18, touch 11, flat-footed 17. . (+5 armor, +2 shield, +1 Dex)
hp 10 (1d8+1)
Fort +3, Ref +1, Will +6
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OFFENSE
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Spd 20 ft.
Melee Heavy Shield Bash -2 (1d4+2/20/x2) and
. . Cold Iron Morningstar +2 (1d8+2/20/x2) and
. . Gauntlet (from Armor) +2 (1d3+2/20/x2) and
. . Shortspear +2 (1d6+2/20/x2) and
. . Silver Mace, Light +2 (1d6+2/20/x2) and
. . Unarmed Strike +2 (1d3+2/20/x2)
Spell-Like Abilities Strength Surge (6/day), Touch of Glory (6/day)
Cleric Spells Known (CL 1, 2 melee touch, 1 ranged touch):
1 (2/day) Protection from Evil (DC 14), Bless, Moment of Greatness
0 (at will) Resistance (DC 13), Stabilize, Virtue
--------------------
STATISTICS
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Str 14, Dex 12, Con 12, Int 12, Wis 17, Cha 12
Base Atk +0; CMB +2; CMD 13
Feats Combat Casting, Extra Channel
Traits Bastard, Reactionary, Veteran of Battle
Skills Acrobatics -3, Climb -2, Diplomacy +5, Escape Artist -3, Fly -3, Heal +7, Ride -3, Sense Motive +7, Spellcraft +5, Stealth -3, Swim -2 Modifiers Bastard
Languages Celestial, Common
SQ Aura (Ex), Cleric Channel Positive Energy 1d6 (6/day) (DC 13) (Su), Cleric Domain: Glory, Cleric Domain: Resolve, Spontaneous Casting
Combat Gear Cold Iron Morningstar, Scale Mail, Shield, Heavy Wooden, Shortspear, Silver Mace, Light; Other Gear Backpack, Masterwork (2 @ 1 lbs), Blanket, Holy symbol, wooden: Gorum
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SPECIAL ABILITIES
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bastard -1 CHA skills vs. Brevic Nobility, +1 Will save.
Cleric Channel Positive Energy 1d6 (6/day) (DC 13) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Glory Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Cleric Domain: Resolve Associated Domain: Strength
Combat Casting +4 to Concentration checks to cast while on the defensive.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Strength Surge (6/day) (Sp) Grant +1 to a melee atack or strength check.
Touch of Glory (6/day) (Sp) Grant +1 to a CHA-based skill or ability check.
Veteran of Battle +1 Initiative, draw a weapon as a free action during the surprise round.