Tsadok Goldtooth

Kaliban the Forgotten's page

371 posts. Alias of Hassan Ahmed.


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Congratulations all! Good luck and game on!

I will be bowing out. Some unrelated things have came up.

I wish you all the very best! Hope to see you at another table, or even one of these later on, should circumstances conspire.

Peace!


All the perspectives set forth are valid.

The obstacle is the way, opportunity in adversity, necessity is the motherhood of invention, etc...

The beauty of RPGs, and why I live them, is infinite possibility.

And, there is the unique player behind each character... a whole other set of variables, assorted strengths, opportunities.

Then, there are the infinite/unique relationships forged, synergies discovered and bonds created. Continual imagination and reimagination.

Sigmar, if we both make it... Kaliban's got your back. And if we don't (or neither), there will be opportunities down the line.

I do get your point as well, in a contest - equality matters. And although the game isn't PvP, this format sometimes makes recruitment feel like PvP (a contest). But I find with most DMs, it's mostly RP, imagination, backstory that draws them, not ability scores.

Yes. Doesn't feel good having comparatively low rolls. It just feels disadvantageous.

But, once we're in the game all bets are off. Some will rise, some will harden and some will crack - adapt or it won't be fun. I feel a character is as powerful or has as much impact as the leverage you can discern and take advantage of.

But, we make the best of the hand we're dealt.

Name that tune! The game never ends when your whole world depends... on the turn of a friendly card.


If it matters at all, one might consider Kaliban more Skilled/Adaptive as he's going to be more uRogue than Paladin (level-wise).

Currently, Paladin 2/uRogue 3 - not the other way around, as on the spreadsheet.

He's more the "face" focused on social skills; Bluff, Diplomacy (up to +20 situationally) & Sense Motive.

Every DM might categorize characters differently, I'm just telegraphing how he'd be played generally. Thanks in advance!

And, I am a low slovenly 33 point-build.

Please, sir, I want some more. -Oliver Twist


Hey everyone, still interested!

Didn't want the absence/silence be construed as disinterest... just letting folks do their thing.


Kaliban the Forgotten wrote:

Hi @ DM Tara, should this be in a profile? Or is this OK for now?

Here is Kaliban - I do still need some help reskinning some things into Forgotten Realms, also need 3 most likely languages.

** spoiler omitted **...

Sorry, Kaliban should not have Improved Trip.


wanderer82 wrote:
Hit Dice: 4d8 ⇒ (7, 6, 5, 8) = 26

Awesome on the HP!


Hi @ DM Tara, should this be in a profile? Or is this OK for now?

Here is Kaliban - I do still need some help reskinning some things into Forgotten Realms, also need 3 most likely languages.

Crunch:
Kaliban
Male half-orc
paladin (divine hunter, holy guide, tempered champion) 2
unchained rogue (chameleon, scout) 3 (Pathfinder RPG Advanced Class Guide 107, Pathfinder RPG Advanced Player's Guide 134, Pathfinder RPG Ultimate Combat 62, 71, Pathfinder Unchained 20, Weapon Master's Handbook 7)

LG Medium humanoid (human, orc)

Init +5; Senses darkvision 60 ft.; Perception +6 (+4 when further than 10 feet from a fallen ally)

--------------------
Defense
--------------------
AC 24, touch 15, flat-footed 19 (+6 armor, +4 Dex, +1 dodge, +3 shield)

hp 46 (5 HD; 3d8+2d10+18)

Fort +9, Ref +9, Will +6

Defensive Abilities evasion

--------------------
Offense
--------------------
Speed 30 ft.

Melee
. . mwk chakram +4 (1d8) or
. . mwk light flail +6 (1d8) or
. . mwk whip +10 (1d3+4 nonlethal) or
. . spiked gauntlet +8 (1d4)
Ranged
. . darkwood light crossbow +9 (1d8/19-20)

Space 5 ft.; Reach 5 ft. (10 ft. with masterwork whip)

Special Attacks smite evil 1/day (+2 attack and AC, +2 damage), sneak attack (unchained) +2d6

Paladin Spell-Like Abilities (CL 2nd; concentration +4)
. . At will—detect evil

Rogue (Unchained) Spell-Like Abilities (CL 3rd; concentration +5)
. . At will—minor magic

--------------------
Statistics
--------------------
Str 11, Dex 18, Con 16, Int 13, Wis 11, Cha 14

Base Atk +4

CMB +8 (+10 dirty trick, +10 disarm, +10 reposition, +10 steal, +12 trip)

CMD 19 (21 vs. dirty trick, 21 vs. disarm, 21 vs. reposition, 21 vs. steal, 23 vs. trip)

Feats
- Agile Maneuvers (E)
- Black Market Dealings
- Combat Expertise (E)
- Deadly Aim (E)
- Deft Maneuvers (E)
- Dodge
- Improved Trip
- Power Attack (E)
- Precise Shot
- Weapon Finesse (E)
- Weapon Focus
- Weapon Trick (weapon and shield)
- Whip Mastery

Traits
- caravan drover
- open-minded explorer (averaka)
- sacred touch
- westcrown firebrand

Skills
- Acrobatics +10
- Appraise +5
- Bluff +10 (+2 if humanoid)
- Climb +4
- Diplomacy +13 (+2 if humanoid, +1 if native language, +4 black market)
- Disable Device +6
- Disguise +2
- Escape Artist +8
- Fly +4
- Handle Animal +7
- Heal +5
- Intimidate +2
- Know (local) +9
- Know (nobility) +6
- Know (religion) +6
- Linguistics +7
- Perception +6
- Profession (driver) +5
- Ride +8
- Sense Motive +10 (+2 if humanoid)
- Spellcraft +5
- Stealth +10
- Survival +5
- Swim +4
- Use Magic Device +6

**Overprotective: –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from a fallen ally.

Racial Modifiers +2 Bluff, +2 Diplomacy, +2 Sense Motive

Languages Common, Orc, Osiriani, need 3 languages***

SQ effortless sneak (urban), finesse weapon attack attribute, lay on hands 3/day (1d6), misdirection (3 stealth points), orc blood, overlooked mastermind, overprotective, rogue talent (minor magic)

Other Gear
. . +2 mithral chain shirt
. . +1 darkwood heavy wooden shield
. . crossbow bolts (10)
. . darkwood light crossbow
. . mwk chakram[APG]
. . mwk light flail
. . mwk whip
. . spiked gauntlet
. . ring of sustenance
. . shawl of shadowy disguise
. . masterwork backpack[APG]

Money 452 gp

--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Black Market Dealings +4 diplomacy to locate black markets & no cost. Locate merchants as 1 size larger settlement.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deft Maneuvers You don't provoke attacks of opportunity when tripping.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Effortless Sneak (urban, Favored Terrain [Urban]) (Sp) Can take 10 on Stealth checks in the selected terrain.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Improved Trip You don't provoke attacks of opportunity when tripping.
Lay on Hands (1d6 hit points, 3/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Minor Magic (Message, At will) (Sp) Gain the chosen cantrip as a spell-like ability.
Misdirection (3/day) (Ex) As a free action, use points to gain an equal bonus to a Stealth check.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Overlooked Mastermind Additional +2 racial bonus to Bluff, Diplo, and Sense Mot. vs humanoids.
Overprotective -2 to attacks and skill checks when further than 10 feet from a fallen ally.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Smite Evil (1/day) (Su) +2 to hit, +2 to damage, +2 deflection bonus to AC when used.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Weapon Focus (Flails) Gain a +1 bonus on all attack rolls you make using weapons from the selected group.
Weapon Trick (Weapon and Shield) You may perform weapon tricks with the chosen weapon type.
Whip Mastery Using a whip does not provoke attacks of opportunity


Some background:
Kaliban was born on the trade routes of Faerûn, where his father, Targrun, was a sought-after caravan drover. Known for his ability to navigate not just the treacherous desert terrain, but also the high-stakes negotiations that defined the trade, Targrun was a master at turning challenges into opportunities. His sharp mind and command over his crew earned him respect from merchants across the land. Often did his mastery of people's nature avert much bloodshed, demanding each side give without losing face.

His mother, Sameerah, was a warrior-priestess devoted to Osiris, the god of judgment, law, the natural order and the harvest. A paladin in spirit and deed, she was known for her fierce dedication to justice and her unwavering commitment to protecting the innocent. She believed that every soul deserved fairness and balance, and she wielded her authority with the same precision as her whip. Sameerah’s life was dedicated to upholding the law and serving those who had none to stand for them.

Growing up between these two worlds, Kaliban absorbed the lessons each parents imparted. From Targrun, he learned how to think quickly, negotiate shrewdly, and move unnoticed in the shadows. He practiced with the whip, mastering its use as both a weapon and a tool, learning to strike with precision and control. The whip became a part of him, a versatile symbol that echoed both his father's pragmatic nature and his mother's divine mission.

From Sameerah, Kaliban learned that justice was not merely a concept, but a duty. She taught him the values of honor, integrity, and compassion for those who were often overlooked. She showed him that a warrior's strength lay not just in battle but in the quiet moments of decision when one chooses to stand up for what is right, even at great personal cost.

Kaliban grew into a man who walked the line between light and shadow, understanding that true justice often required methods others might shy away from. He saw the gaps where the law could not reach, the places where injustice thrived in the darkness. Embracing his unique skillset, he became a defender of the people, striking from the shadows against those who abused their power and preyed upon the helpless.

His mastery of the whip became his signature, a bridge between his dual heritages. In Kaliban's hands, the whip was more than a weapon; it was an instrument of justice, delivering swift and decisive punishment to the wicked while offering hope to the downtrodden. The crack of his whip in the night became a herald of change, a signal to the oppressed that they were not forgotten.

Now, Kaliban roams the lands of Faerûn, a shadowy defender for those who have no other champion. He moves freely, a shadow with the heart of a paladin, guided by the teachings of his mother and the cunning of his father. In a world that often judges him by his appearance, Kaliban has found his true calling — not in the light nor the darkness, but in the spaces between, where justice, in all its forms, must be fought for and won.

Rob Zombie - Dragula
...Dig through the ditches and burn through the witches...

Flaw He's overprotective, especially of younger children and women. Specifically, he is emotionally affected by not being able to help the fallen. Mechanically, I took the drawback. Obviously, DM will leverage as they choose.

Appearance Tall, dark and handsome for a half-orc. slightly over 6'2", 210 lbs. A bit swarthy with storm grey eyes and dark shock of hair.

Personality & Motivation mostly in background.

History Mostly protecting the interests of the local populous and the temple (reclamation of antiquities), escorting clergy, caravans and dignitaries, breaking up trafficking rings (drugs, human), etc... Happy to have a shared history if anyone would care to.

Allies & Associations Mother, Father, temple officials, childhood friend at the palace and one in the black markets (good guy, but stuck in the family business). Folks he's helped across the local region. Obviously, this means he's got enemies as well.


DeathQuaker wrote:
Also HP for a d8 HD character: 4d8 + 8 ⇒ (5, 3, 2, 2) + 8 = 20

I believe you can take Half+1 (on the 3, 2, 2 - safer) or reroll.

I chose to reroll and let's just say... it didn't work out :)


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DeathQuaker wrote:
Kaliban the Forgotten wrote:

But, not crazy about rules as written (or what I might consider missing) under Darkleaf Cloth.

DM has been kind enough to allow a favorable interpretation.

Late to this, but my Sunite armorsmith would be so down with trying to find the perfect material for your armor. It could be a whole quest! Maybe not a very interesting one... but she'd be so excited! Even if he were making it for himself, she'd want to help. :)

Kaliban is happy to hang, of we both get in. I'm trying to avoid the crafting path, though. So reliance on each other could be interesting.


I see your point. Truly. I like your interpretation. But, not crazy about rules as written (or what I might consider missing) under Darkleaf Cloth.

DM has been kind enough to allow a favorable interpretation. But, feels like I'm asking too much. If I'm getting a favor, don't want to use it on this.

Technically, with Craft Arms and LegsArmor, should be able to make my own +1 mithral chain shirt of charging. I hope. Counted as full price, of course.

Character wise, it makes sense as a sort of tinkerer/armiger making his own tools against darkness/evil.

Is the roll always Spellcraft?


Tara Ravenheart wrote:
I would be okay with you reducing it to +1 hide with the charge bonus (@ 2165 gp) and adding the cost of the darkleaf cloth. Perhaps they integrated the darkleaf with the rhino skin, or used some sacred ancient oils and treatment to make the rhinoskin more supple, mimicking the effect of darkleaf.

You are awesome for considering this, truly appreciate it.

Would that then be considered Medium or Light armor, with the Darkleaf Cloth modification?


Sir Longears wrote:
Specifically for the Rhino Hide, it could be even said that you can't have it made of darkleaf since it is made of rhino hide. I say this because it is implied in the item that you are getting a lesser ACP because of the material it is made.

In 2E, they make a fuss (are very specific) about Rhino Hide, rhinoceros hide is a requirement.

In 1E, just Bull's Strength.

Hide can become Darkleaf Cloth, would that make it light armor.

Mostly I was concerned with confirming the general SOP of upgrade vs. find.

And find might be... pay for it but, must find in a marketplace/shop which may not have it because they are such level and only have such % chance of having, etc, etc...

"Why would they have +2 dogslicer? Hmm..." Just an example.

Thanks for all the points, understood.


Monkeygod wrote:
...Would average be half or half+1?

Half +1, I believe.

On 3d8 I re-rolled a 5, 2, 2. Hehe...


@DM Tara

I was selecting armor and wondered how improving armor would work?

For instance someone chooses Elven Chain and wished (in play) to make it +3. Or a mithral chain shirt and wished to add a +1 enchantment to it.

A little more complex, Rhino Hide and later needs it made of Darkleaf. I know that example is "backwards" chronologically but I suppose it's a matter of wanting custom armor.

Adding the special material cost would place it over the single item GP limit, currently.

Will we be only "finding" armor, getting WBL and spending it each level or does on need to invest in Craft Arms and Armor?

Actually, this applies to magical weapons as well. If you use a uncommon weapon... are we dependent on finding a "more enchanted" version of it? elven curve blade, whip, dogslicer, etc...

It's taking me a while and I'm being extremely selective in gear because I rolled a very low (relatively speaking) 32 point-buy.

In some sense, I'm feeling the need to min/max or synergize to be or... stay relevant.


Besides char gen rules questions, can we ask help or advice?

Help might be in reskinning (sp?) a regional trait.

Advice might be... what terrains should one not pick as a favored? Underwater, elemental, astral, jungle, etc...

Would suck to build on a terrain that will never be encountered.

Considering origins related to caravans and magistrates or diplomacy, so I'm thinking start with desert or mountains (pass) as safe bets along a land based trade route.

Also, paladin do not have to pick a deity... but the Tempered Champion <<< Link - Tempered champions are trained to master their deities’ favored weapons.

Would they need to pick a deity? I can always say Osiris, just didn't want that much of a Mulhorandi vibe.

Not that I overly mind, I'm Egyptian after all.

It's not the culture I'm trying to stay away from, it's the temple/church... or rather chain of command.

Although good and aligned with the church teachings and the people, he's independent/self sufficient (not chaotic).

Warrior/agent not soldier, if that makes any sense. Perhaps there is a sect that is expected to be agents, going out and acting independently and doing good works. From time to time, they return to the temple for training, debrief, etc...

Not having to pick a deity avoids that complexity, specificity of nuance.


I think it's going to be Paladin 2 / uRogue 3.

Paladin 2, uRogue 3-4-5: 1d10 + 3d8 ⇒ (6) + (1, 3, 5) = 15

Rerolls

Paladin 2, uRogue 3-4-5: 1d10 + 3d8 ⇒ (9) + (5, 2, 2) = 18


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Ouachitonian wrote:
Are we using Variant Multiclassing? With the generous extra feats, it would be relatively easy to trade a few for the ability to further customize characters.

Yes, she'd mentioned they can be used for such.


@Tara

How do you handle the Lawful Good alignment?

Is it so strict that a Paladin can't maneuver?

Or is it more like (similar in sentiment to) the Fed-Up Citizen <<< Link campaign trait in Hell's Rebels?

The idea that when the law does not serve the people, perhaps there should be changes made.

For me it would be LG (with NG tendencies).


Thinking a NG half-orc uRogue/Lore Warden turned protector off the people.

Perhaps human mother is retired military leadership and diplomat, while father was a caravan drover, dealing with less savory sort.

This exposed to different worlds he's seen "the good in the bad" and "the bad in the good" for himself. His sense of justice is strong as he gets it from both parents.

The extra feats are welcome as they will allow for both greater story telling and fun mechanics.


Tara, thank you.

Good luck everyone!

3d6 - 1 + 6 ⇒ (1, 4, 2) - 1 + 6 = 12
3d6 - 5 + 6 ⇒ (6, 6, 5) - 5 + 6 = 18
3d6 - 2 + 6 ⇒ (4, 2, 6) - 2 + 6 = 16
3d6 - 1 + 6 ⇒ (1, 2, 3) - 1 + 6 = 11
3d6 - 1 + 6 ⇒ (1, 1, 4) - 1 + 6 = 11
3d6 - 1 + 6 ⇒ (3, 1, 3) - 1 + 6 = 12


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Good news and good news...

@GM Labyrinth - thank you for the support. I'm withdrawing for "outside" reasons.

Looks like it's going to be a great game and I like the concept. Good luck everyone and game on!

Hopefully, I'll catch another one of your recruitments or we end up as players at the same table.

The good news is for the next higher roll. @TheWaskally!

Peace!


DMs have lives... a labor of love is always appreciated!


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Ridge wrote:
Wisdom isn't Isidiana's strong point. I'm hoping others in the party can keep her from doing something too foolish

0 - Level Half-Orc, will do what I can :)


CucumberTree wrote:

*You gotta know when to hold 'em"

"You gotta know when to fold 'em"
"You gotta know walk away"
"You gotta know when to run"*

Great song by the great Kenny Rogers. One of the best songs ever.

Great to keep in mind as you approach encounters in RPGs. Wisdom Check.


"The game never ends when your whole world depends on the turn of a friendly card..." - Alan Parsons Project


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I'm actually waiting on 6pm, Friday :)~


RHMG Animator wrote:

so far 10/11 have rolled.

Currently in the Running

Technically, I'm in the running with a 78.

Granted, it's not looking good for me :)


Shane Joseph wrote:
Worst of luck to the rest of you!

From my perspective, you are the lowest of the low :) 39


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Of course, happy to be a backup.

d100, no psionics (who remembers?): 1d100 ⇒ 78


JediJon wrote:
Are y'all still accepting toons? Or did I miss the window?

Couple hours left, me thinks!


My submission...

Kaliban the Half-Orc Miner:

Half-Orc

CG Medium humanoid (human, orc)

Init +2

Senses darkvision 60 ft.; Perception +1 (+3 while benefit from concealment or full concealment due to darkness or dim light, +3 to find hidden objects (inc. secret doors and traps), determine if food is spoiled, or identify a potion by taste)

--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)

hp 7 (6+1)

Fort +1, Ref +2, Will +1

Defensive Abilities orc ferocity

--------------------
Offense
--------------------
Speed 30 ft.

--------------------
Statistics
--------------------
Str 14, Dex 14, Con 12, Int 11, Wis 12, Cha 8

Base Atk +0; CMB +2; CMD 14

Skills
Appraise +2
Profession (miner) +5
Perception +1 (+3 while benefit from concealment or full concealment due to darkness or dim light, +3 to find hidden objects (inc. secret doors and traps), determine if food is spoiled, or identify a potion by taste)
Stealth +6 (+8 while benefit from concealment or full concealment due to darkness or dim light)

Racial Modifiers +2 Appraise, scavenger[APG]

Languages Common, Orc

SQ dimdweller, orc blood

--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Dimdweller +2 to Intimidate, Perception, and Stealth when in conceal due to darkness.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Scavenger +2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.

Adding Con to HP seemed to make sense to me, or why would we use Str, Dex or any other attribute/ability bonuses?

I took the liberty of Alternate Racial Traits, if not allowed I'm happy to revert.

Profession is Miner, Skill is Stealth.

I don't know that alignment matters, but he's Good... LG, NG or CG may depend on Core class selection (if Barbarian, Druid, Monk, Paladin).


Looking to get in with a Half-Orc.

Are alternate racial traits acceptable?

and

If, we do continue to Level 1, does Core include Unchained classes?

Also, earlier on Pikel asked...

Pikel_Bouldershoulder wrote:
I assumed BAB 0, base saves 0, no additional hp from Con, no favored class bonuses, no alternate racial features, and no additional skill points from high intelligence (so just the two); is all of that correct?


Male Half-Orc Fighter 3/Rogue 1 HP 45/45, AC20/T13/F17, Saves F+6/R+6/W+4, Perc +6, Init +4

Hard to say with the curse... cold weather gear? I usually stick to areas with decent temperatures and don't even have a tent.


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Male Half-Orc Fighter 3/Rogue 1 HP 45/45, AC20/T13/F17, Saves F+6/R+6/W+4, Perc +6, Init +4

Happy Thanksgiving everyone, if you partake!


Male Half-Orc Fighter 3/Rogue 1 HP 45/45, AC20/T13/F17, Saves F+6/R+6/W+4, Perc +6, Init +4

Apologies, trying to post later today... holidays seem to have gotten tougher timewise.


Male Half-Orc Fighter 3/Rogue 1 HP 45/45, AC20/T13/F17, Saves F+6/R+6/W+4, Perc +6, Init +4

So, feeling is the Weathersmiths... like it this way? Or less directly... if things went back to normal, as nature intended... there would be less need of them, and less payments to them.

Kaliban tries to not put words in the man's mouth or sem accusatory.

Didn't hear it from you, Sir. Again, just trying to understand... and help.


Male Half-Orc Fighter 3/Rogue 1 HP 45/45, AC20/T13/F17, Saves F+6/R+6/W+4, Perc +6, Init +4

Hmm... so a little more water would go a long way. Deeper well? Any springs?

I'm not used to this, just thinking on it.


Male Half-Orc Fighter 3/Rogue 1 HP 45/45, AC20/T13/F17, Saves F+6/R+6/W+4, Perc +6, Init +4

What's the limiting aspect, here... grazing land? Lack of water? Or something else?


Male Half-Orc Fighter 3/Rogue 1 HP 45/45, AC20/T13/F17, Saves F+6/R+6/W+4, Perc +6, Init +4

Kaliban seems satisfied with the exchange, appreciative of Alasayn's generosity.


Male Half-Orc Fighter 3/Rogue 1 HP 45/45, AC20/T13/F17, Saves F+6/R+6/W+4, Perc +6, Init +4

Kaliban shakes his head, taking a turn at disbelief. Relax, sir... I'm no thief. Is one available for purchase?


Male Half-Orc Fighter 3/Rogue 1 HP 45/45, AC20/T13/F17, Saves F+6/R+6/W+4, Perc +6, Init +4

Kaliban let's the two catch eachother up, then asks. And, where could we get a... goat?


Male Half-Orc Fighter 3/Rogue 1 HP 45/45, AC20/T13/F17, Saves F+6/R+6/W+4, Perc +6, Init +4

Kaliban chuckles... Beauty sleep, no doubt.


Male Half-Orc Fighter 3/Rogue 1 HP 45/45, AC20/T13/F17, Saves F+6/R+6/W+4, Perc +6, Init +4
Uret Jet wrote:
Bonesnapper the goathearder, an intriguing concept for sure.

Protect them from the nasty wolves... Big enough wild herd, he can take one a month?

I'm not sure how much he eats but... something like that.


Male Half-Orc Fighter 3/Rogue 1 HP 45/45, AC20/T13/F17, Saves F+6/R+6/W+4, Perc +6, Init +4

We're special! I totally don't mind. Maybe we can teach them to herd. Or travel with a larger herd (without decimating it)... Meatses for days!


Male Half-Orc Fighter 3/Rogue 1 HP 45/45, AC20/T13/F17, Saves F+6/R+6/W+4, Perc +6, Init +4

Kaliban sees the look on Hilde's face.

Do you know where the nearest meatses is? How much do you two eat? You and Fuzzy... Wuzzy.


Male Half-Orc Fighter 3/Rogue 1 HP 45/45, AC20/T13/F17, Saves F+6/R+6/W+4, Perc +6, Init +4

Kaliban raises his voice so that he is heard back inside, Should we find you some food? So you're less likely to eat... us us?

Shrugging to the others, Thoughts on passing the day? Checking water sources, game, terrain in general?


Male Half-Orc Fighter 3/Rogue 1 HP 45/45, AC20/T13/F17, Saves F+6/R+6/W+4, Perc +6, Init +4

Sun or suns, plural? I forget.


Male Half-Orc Fighter 3/Rogue 1 HP 45/45, AC20/T13/F17, Saves F+6/R+6/W+4, Perc +6, Init +4

Kaliban looks up, even though he's still inside. You mean the... Sun? Sounds reasonable... we will be back.

Thank you.


Male Half-Orc Fighter 3/Rogue 1 HP 45/45, AC20/T13/F17, Saves F+6/R+6/W+4, Perc +6, Init +4

I'm glad you sense I am not lying. If you want our help... come out and tell us more about where you have come from, and why you left.

I'm going to turn around now, and leave the cave... slowly. Okay?


Male Half-Orc Fighter 3/Rogue 1 HP 45/45, AC20/T13/F17, Saves F+6/R+6/W+4, Perc +6, Init +4

Kaliban, having already set foot into the hidey hole, presents open hands... I mean you no harm. I go to great lengths to protect things, it is in my nature.

My word is my bond. And, I came in as a show of trust.