Camper

Kalas's page

41 posts. Alias of Max Hellspont.


RSS


Definitely dotting.


See if the DM will let you use mind-altering mushrooms in place of alcohol?


Alas, the Character-Creation Muse abandoned me and I was unable to put together a character that I was happy with. This looks like a fun group and I hope you all have a great game. Terquem, good luck with your surgery tomorrow!

Best Regards!


This sounds very interesting. Let's see what we get for stats:

Stats:
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (4, 4) + 6 = 14

Starting Wealth:
3d4 ⇒ (3, 1, 3) = 7 x 10 = 70 gp.

Those look workable. The current group appears to have the arcane and combat sides covered, so I'm thinking some type of divine character. I'll get to work on my submittal.


That's what I did when I started running STAP nearly nine years ago - used the Challenge of Champions from Dungeon #138. The players had a blast and it really helped them gel together as a group (we played at a local game shop and only two of the group had ever played together before - the entire group went on to play STAP together on a nearly-weekly basis for two and a half years).

Good luck!


Weekend got away from me, and I'm not going to have my character ready in time. Good luck to all and I hope you have fun!


Dotting for interest before the dotting deadline. Tentatively thinking of a Swashbuckler scion of House Medvyed. Will have character profile together later this evening. Thanks!


How do you feel about kitsune? I have some ideas for either a kitsune or kercpa swashbuckler or bard.


This sounds awesome! Definitely interested.


Another vote for Mummy's Mask and Iron Gods.


Oliver Volland wrote:
DragoDorn wrote:
Elorebaen wrote:

"all PDFs and one big book at the end"

Count me in for this.

Me too.
Me three :-)

Me as well!


*Sigh* I'm just not going to be able to get a cleric that I like put together in time for the deadline. Oh well. I hope the selected party has a lot of fun, and I look forward to reading your adventures. Good luck everyone!


Dotting with interest. Thinking a cleric of Sarenrae. Will have details up this evening.


If you are polling for interest my personal order of preference is:
1. Savage Tide
2. Shackled City
3. Age of Worms

Thanks for offering to run one of these!


Add me to the list of those interested in Shackled City or Savage Tide!


1 person marked this as a favorite.

I'm still hoping/voting for Shadows Under Sandpoint.


Hi! Glad to be here! I'll be playing Reta, and my brand-new PFS ID number is 174422.

Thanks for running this, GM G. Everyone have a great Easter!


My order of preference: Reta, Poog, Chuffy, Mogmurch.

Thanks for offering to run two groups, GM G!


I'm still up for playing Reta if that works for the group.

Now to get a PFS number...


I would like to throw my hat into the ring for Reta. I have never played any of the We Be Goblins modules, but they sound like a blast.

I work at home so posting at least once per day is not a problem.

Thanks!


1 person marked this as a favorite.
LazarX wrote:
Keep in mind also that invisible does NOT mean inaudible. If you're Xena-flipping through your enemy's square. (especially with that backpack full of GEAR!), you're not going to be silent.

Especially if you're doing the ululating Xena yell.


Vajra wrote:
"Kalas has his own reasons to seek the girl, so I doubt not I could recruit him, and he has experience in the Mournland and any mind that can summon a blade through sheer force of will is one I would wish to have on my team."

"Indeed. It would be my honor to ensure the girl's safety," Kalas says. "On my word, I will see her safely back to her father, he promises Kandler.


Kalas slashes his mind blade at his skeletal opponent as the creature turns to depart.

AoO: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 + 4 ⇒ (2) + 4 = 6


With a thought Kalas summons forth a blade of green glowing psychic energy and slashes at his attacker.

Move action to create Mind Blade (supernatural ability; does not provoke attack of opportunity). Standard action to attack.

Mind Blade Attack: 1d20 + 5 ⇒ (13) + 5 = 18
Mind Blade Damage: 1d6 + 4 ⇒ (2) + 4 = 6

Kalas' AC: 19
Kalas' HP: 13/13


Did Kalas' Round One attack hit?

Round Two:

Kalas reloads his sling and fires a bullet toward one of the approaching skeletons.

Sling Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Sling Damage: 1d4 + 4 ⇒ (4) + 4 = 8 - bludgeoning

Number of Bullets used: 2/10

Kalas' AC: 19
Kalas' HP: 13


Round One:

Kalas nods appreciatively at the destructive prowess of the warforged fighter. "Well struck!" he compliments, standing back from the melee as he draws his sling and fires a bullet toward one of the skeletons.

Sling Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Sling Damage: 1d4 + 4 ⇒ (2) + 4 = 6 - bludgeoning

Number of Bullets used: 1/10

Kalas' AC: 19
Kalas' HP: 13


Initiative: 1d20 + 3 ⇒ (7) + 3 = 10

Kalas shares an alarmed look with Vajra, grabs his grappling hook, jumps down from the ledge, and begins moving toward the sounds of battle.

Move action to pick up grappling hook. Second move action to jump down 10 feet and begin moving toward the sounds of battle.

DC 15 Jump check to negate 10 feet of falling damage: 1d20 + 5 ⇒ (15) + 5 = 20


Kalas looks at Vajra. "What do you think those were? And what do you suppose they meant by 'more pressing matters'?" he asks the shifter.


DM Darkwalker wrote:
Kalas&Vajra you both notice shambling shadows moving in an alley
Vajra wrote:
Vajra attempts to jump up, grab the ledge, and pull himself up to the roof next to the alley, but staying outside the alley.

Kalas reaches into his pack to retrieve a length of silk rope securely tied to a grappling hook. The young man tosses the grappling hook upward in an attempt to secure it on the ledge above. DC 12 Use Rope check to secure a grappling hook 10 ft up; failure by 4 or less indicates hook fails to catch and falls, allowing retry.

DC 12 Use Rope check: 1d20 + 3 ⇒ (6) + 3 = 9 - fail by 4 or less, try again
DC 12 Use Rope check: 1d20 + 3 ⇒ (7) + 3 = 10 - fail by 4 or less, try again
DC 12 Use Rope check: 1d20 + 3 ⇒ (5) + 3 = 8 - good lord! fail by 4 or less, try again
DC 12 Use Rope check: 1d20 + 3 ⇒ (18) + 3 = 21 - success - that is, if there's been enough time to actually make four attempts! Kalas certainly isn't winning any awards for stealth with this maneuver... but at least he's hopefully created a good distraction to keep Vajra from being noticed!


DM and Vajra:
DM Darkwalker wrote:
You learn that a person is carrying a lost mark of death and the knights know it is one of the towns folk. The signs one that been ill for no reason, tired all the time, and doesnt panic when death has happened. Only one person thats been ill of late is Kandler's step daughter Espre.
Kalas wrote:

Kalas' eyes widen in shock at the Knights' announcement. "The Mark of Death?!? But all of the bearers of that dragonmark were eradicated millenia ago. How could the Justicar's daughter be a bearer of the Lost Mark?" the young Orien blurts out.

"And even if she is a bearer of the Mark of Death, what does the Church of the Silver Flame seek to do with her? She should be brought to the Twelve for protection," he adds, looking to Kandler.
DM Darkwalker wrote:

as you blurt out your questions; the older looking kight says to you: what is it to you what happens to this person of this mark? Are you a house member of the 12? Do you really think the 12 Houses will protect this mark,I would say the war of the mark was to protect themselves from dragonmarks them considered dangerous. And how old is this daughter of yours Kandler? Kandler stares at you intently.

answering what you asked

Uh-oh! I hope Kalas isn't the one who just let the cat out of the bag about Espre! The way I understood your initial post quoted above was that the others (NPCs) involved in the meeting were the ones who indicated 'Only one person that's been ill of late is Kandler's step-daughter Espre'.

"Yes, I am a House member of the Twelve. Kalas d'Orien, at your service," Kalas replies to the Knight's question, bowing his head respectfully. "And the War of the Mark was to protect all of Khorvaire from aberrant dragonmarks - the Mark of Death was a recognized pure dragonmark. The citadel of the Twelve in Korth even has thirteen towers; my teachers taught me that this represents all of the true, pure dragonmarks even though the Mark of Death had been lost. I am certain that if Espre bears the Mark of Death, then the Twelve will do all they can to protect her from those who would seek her harm," Kalas asserts with (somewhat naive, perhaps) conviction.

"However," Kalas adds as a new thought occurs to him, "if Espre does bear a dragonmark and it is not the Mark of Death or another true mark, then it would be an aberrant mark. Nowadays those with aberrant marks are grudgingly accepted, but the Houses still view aberrants with suspicion," he says, his expression turning to one of worry as he turns to address Kandler directly. "If what she bears is an aberrant mark, then she could be a danger to herself and to those close to her - particularly if she can't control its power. You must do what you can to protect her."


Spot check: 1d20 + 6 ⇒ (7) + 6 = 13


Yes, I should have indicated. I'll edit the post to reflect that.


DM and Vajra:
Kalas' eyes widen in shock at the Knights' announcement. "The Mark of Death?!? But all of the bearers of that dragonmark were eradicated millenia ago. How could the Justicar's daughter be a bearer of the Lost Mark?" the young Orien blurts out.

"And even if she is a bearer of the Mark of Death, what does the Church of the Silver Flame seek to do with her? She should be brought to the Twelve for protection," he adds, looking to Kandler.


As (apparently) the only representative of the Dragonmarked Houses in the settlement - accidentally as that may be - Kalas requests to be present at the meeting with the Knights of the Silver Flame.

At the conclusion of the meeting, the young scion of House Orien speaks after Vajra: "I've had a bit of experience in battling creatures of the Mournland," Kalas shudders involuntarily before continuing, "I'd like to help with the search."


Presenting Kalas d'Orien for inspection.

Looking forward to beginning the campaign!


Finally done! This is Max Hellspont's character, Kalas d'Orien - a soulknife and dragonmarked scion of House Orien.

I am located in the eastern time zone (Virginia). I usually post in the mornings and evenings.


I'm still here.


No worries, Damien. I've been slammed with work this past week and haven't had much chance to get on the boards. We'll be here when you're ready!


DragonBlood472 wrote:
Don't really have the option to download TTopRPG.

Nor do I, unfortunately. :-(


Good to go.


I can see the connection between Kalas and Zan working well. Kalas is a sociable fellow, and is used to meeting and interacting with all sorts of people in his line of work.

Kalas is rather new to the Path of Light. It's more of a philosophy than an actual religion - meditating to bring about world peace and so forth - and he wouldn't try to actively convert anyone. He can respect Zan's desire to stay in the shadows.

Full Name

Dalton Thorpe, "the Thirsty"

Race

Human Monk 3

Classes/Levels

Stats:
HP: 30 || AC: 16 ||Initiative: +6||Perception +7||Fort: 5||Ref: 5||Will: 4

Gender

Male

Size

Medium

Age

25

Special Abilities

Flurry of Blows, Maneuver Training, Fast Movement

Alignment

NG

Deity

NA

Location

Magnimar

Languages

Common

Occupation

Traveler

Strength 16
Dexterity 14
Constitution 14
Intelligence 9
Wisdom 13
Charisma 8

About Dalton the Thirsty

Fluff, Appearance, Backstory:
Dalton was given to the monastery at Manaket when he was a baby, and never knew his parents. The monks there raised him and taught him the Way of Mankind's teachings of self-perfection, learning to be entirely self-reliant and proficient with the favored weapon of the monastery, the curved temple sword. Dalton threw everything he had into his training, and learning to become skilled with the blade was his entire life growing up. As a result, Dalton is uncomfortable in many social situations, and though he possesses an internal temperament that drives him to make friends, he just isn't very good at it.
As was custom with the monastery when an acolyte was judged ready, Dalton was sent away, to explore the world outside and meditate on achieving harmony with the self. He knew all his life that he would be forced to learn to survive entirely on his own, outside the monastery's walls, but it pained him to do so even still. He wandered the deserts of Rahadoum for a year, directionless, feeling as if he was accomplishing little even as he grew in strength and assurance in his monk forms. He was in Manaket once more, for the first time in a year, still dissatisfied with his travels within the desert nation. It was too empty, too homogeneous. He stopped for lunch at a gyro food stall, and sat down to eat, despondent.
From behind, coming from a table containing a large chess set where two old men were seated, Dalton heard tales of adventure and danger in the city of Magnimar. Choosing to take it as a sign, Dalton set off for Magnimar immediately.

Along the way, Dalton had many adventures with his fellows on the caravan. They survived deadly threats, overcame vicious foes, and experienced loss. When they arrived in Magnimar, however, their association ended, and Dalton was left alone once again. In search of companionship on his journey toward self-perfection, Dalton joined in an adventuring group that said they were going to Ravenmoor.

Appearance-wise, Dalton often goes about in a large, loose-fitting robe to block the heat of the sun from his skin, and also to keep heat insulated when he travels to colder climates. He has three paint markings on his chin coming vertically down from his lower lips, signifying his allegiance to his home monastery in Manaket. His face can only be seen in calm, social situations - in the field, Dalton usually keeps a section of his robe pulled across his face, obscuring everything below his eyes. If his robe is open, small shurikens can be seen neatly tucked into straps on his belt, as well as a temple sword hanging in a plain and unassuming scabbard.

Monk 3
BAB: 3 || HP: 30 || AC: 16 ||Initiative: +6
Fort: 5 Ref: 5 Will: 4 (+2 vs enchantments or charms)

Equipment:

286.9 gp
1 silver for a ferry fee
4 Cure Light Wounds potions 200gp
1 Potion of Shield 50gp
1 Potion of Invisibility 100gp
+1 Temple Sword: 2030gp
60 cold iron shurikens: 24gp
1 Masterwork Sai 301gp
Monk's Kit 8gp (This kit includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin.)
-One potion of cure moderate wounds (looted from Markham)
-One potion of barkskin (+2) (looted from Markham)
One Cloak of Elvenkind (looted from Markham)
One pair of boots of Elvenkind (looted from Markham)

(The bandit's stash)
4x potions of cure light wounds
6x doses of black adder venom
4x doses of drow poison
60x crossbow bolts, in bundles of ten
1x net
1x set of masterwork thieves' tools
1x disguise kit
1x healer's kit
2x bags of flayleaf
3x bottles of wine
1x portable alchemist's lab
4x sunrods
1x wood and iron lockbox (locked) with "NB" inscribed upon its surface

Feats:

Improved Unarmed Strike (class)
Perfect Strike (class)
Weapon Focus: Temple Sword (class)
Still Mind: +2 enchantment saving throws
Combat Reflexes (Monk bonus feat 1)
Power Attack (feat 1)
Toughness (human feat 1)
Dodge (Monk bonus feat 2)
Improved Initiative (feat 2)

Skills:
(4-1 per level, +1 per level from human) 12 points
Acrobatics 12 (+5 from boots of elvenkind)
Perception 7
Stealth 13 (+5 from cloak of elvenkind)
Sense Motive 6
Survival 6

Traits:
Fencer: You trained with blades for long hours as a youth, either taking lessons in the genteel art of fencing from tutors paid for by your parents or being taken under the wing of a disenfranchised fencer who may have turned to a life of crime. You gain a +1 trait bonus on attack of opportunity attack rolls made with daggers, swords, and similar bladed weapons. (This represents my training from a young age at the monastery in Manaket.)
Martial Manuscript: You either carry or have memorized a sacred text from your school, temple, or monastery, and its wisdom gives you insight that makes your attacks more devastating. You gain a +2 trait bonus on rolls to confirm critical hits when you're using an unarmed strike or monk weapon. (This ties in with my backstory).

Attacks:

Temple Sword: +8/+7 1d8+4/6 Normal/Power attack
Flurry of Blows (temple sword 19-20 x2crit): (2x)+6/+5 1d8+4/6 Normal/Power Attack
Flurry of Blows (Unarmed Strike): (2x)+6/+5 1d6+3/5 Normal/Power Attack
Flurry of Blows (shuriken, range 10): (2x)+3/+2 1d2 Normal/Deadly Aim