My thanks to the GM for answering so many questions. Kardin has been updated and tinkered with, so in true fashion I'm going to test things out with a small encounter. Please ignore if seeing some dice rolls while I test things out isn't interesting to you. As always, I've no idea how these will go and just let the dice fall as they may. Test Encounter: There were many ways for an arms deal to turn sour, and Kardin had experienced many of them. From buyers who didn't want to pay once they had received shipment of the goods, to authorities who had strong opinions regarding things like 'taxes' and 'legality.' But this? This was something new. His suspicions began when Johan failed to recognize him, and it had only gotten worse when he checked the time on his watch and saw that it was not working properly. Putting two plus two together, he suspected that the fey had a hand in this. It was only when he stumbled upon a flayed corpse that his suspicions were confirmed. The corpse of Johan, to be specific. Turning around he saw the skin stealer that wore Johan's flesh blocking the exit, along with the creatures which had wiped out the smugglers.... Current sphere effects: Ascetic Control, lasts 24 hrs, Enhance Equipment, lasts 6 hours, Dual Energy Enhancement, lasts 1 hour: cast before starting the sale. 5 spell points used Distance in 10 feet: 2d6 ⇒ (1, 2) = 3 Alchemist: 1d20 + 7 ⇒ (2) + 7 = 9
Round 1 Kardin 1 shot at a skin stealer, 2nd at a different one. Move action focusing defense for +1 AC Touch Attack: 1d20 + 13 ⇒ (10) + 13 = 23
Touch Attack: 1d20 + 13 ⇒ (10) + 13 = 23
Seeing that the only way out was blocked, the dwarf quickly drew his pistol. Not the one from his belt. No. He reached into empty air, causing his hand to vanish, and when he pulled it out he had a pistol in his hand. The pistol was nothing like the one on his waist, as it was covered in runes and hummed with arcane energy. And unlike the one that he wore to draw attention, this pistol did not use the ammunition that festooned the dwarf's bandolier. Rather, it fired bolts of pure force. Five enemies, all of whom were slow to act. The first skin stealer's head exploded in a flash of viscera and gore, and the one next to it pitched over backwards, a hole in its chest. Round 1 Skin Stealers
Hit: 1d20 + 5 ⇒ (7) + 5 = 12
Hit with flank: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
The creature that wore Johan reached into it's bag and pulled out a vial, which it drank. The remaining two skin stealers moved forward, one going to the left. Wickedly sharp claws erupted from their fingers as they moved, further betraying their unnatural nature. He easily parried the first one with his buckler, but this left him open to the second. The enchantments that surrounded the dwarf saved him from being gutted, though, as the claws were subtly guided away. Round 2 Kardin Claw +3 hit vs metal: 1d20 + 12 ⇒ (16) + 12 = 28
Touch Attack: 1d20 + 12 ⇒ (18) + 12 = 30
Move action focusing defense for +1 AC What the creatures did not know, was that Kardin too had claws. His clan was an old one, tracing its lineage all the way back to the days of the warlords of old. The abyss tainted them, one and all. How strong this ran varied from dwarf to dwarf. While tiefings were not unheard of, Kardin was blessed with a stronger connection than most. He used this power to enhance his craft, enchanting his arms and buckler with arcane power. But he also could use it to fill himself with the gifts of his ancestors. From his arm a blade erupted, allowing him to keep hold of his pistol while still being armed. He punched out at the skinwalker which had clawed at him, even as the blade came out. With no reason to suspect that the dwarf's arms could end in blades, it stepped back expecting nothing more than a punch. The blade cut through its neck, causing the skin stealer to fall backwards, clutching at its throat. Kardin spun around at the last remaining one, which had both of its hands raised, poised to come down at the dwarf. He had no time to punch or slash at it, and the creature knew it, Victory was written all over its face, as it also knew that the dwarf did not have time to reload his pistol. Unfortunately for the fey, his pistol was not powered by blackpowder. Its face vanished, as did the back of its head. The body fell to the ground. Round 2 Alchemist Bomb: 1d20 + 6 ⇒ (6) + 6 = 12
Even as the last of the alchemist's allies fell, a bomb landed among them. Fire engulfed the living and dead alike, causing Kardin to jump backwards. He was far too slow, and the flames licked at his feet and legs. Round 3 Kardin Swift Action Analyze DC20 if passed enemy has -4 DR: 1d20 + 13 ⇒ (14) + 13 = 27 Touch Attack: 1d20 + 12 ⇒ (16) + 12 = 28
Touch Attack: 1d20 + 12 ⇒ (11) + 12 = 23
Move action focusing defense for +1 AC Ending -4 DR, causing alchemist to be at -3 AC for 1 minute Total Damage: 25 + 4 + 4 + 21 + 7 + 7 = 68 Round 3 Alchemist Two shots impacted into the last skin stealer. The first took the creature in the abdomen, knocking it back a step and the second hit the right shoulder. The creature was spun around by the force of the blast, landing heavily on the ground. Kardin began walking forward, his pistol at the ready. The creature was still alive, much to its credit. He looked at it with distaste. While he had never particularly liked Johan, the man had been a good client. He had bought the dwarf's explosives at a fair price and without trying to cheat him. It would be hard to find a replacement. He thought about asking if it had any last words, but decided that he didn't really care. He expected it to try to rise, or to crawl away. Instead it hastily drank a potion, causing it to vanish. Cursing he immediately started blasting, causing small craters to appear in the ground. But there was no blood. He could hear it flee, running out the exit. He fired after it, into the empty air. It had escaped. Kardin sighed. The creature was dangerous, and it was certainly going to be someone's problem. He wondered if he would have to track it down. It wasn't as if though he could exactly go to the guards, as that would involve telling them that he had been selling explosives to smugglers. The dwarf slowly lowered his pistol. Perhaps the skin stealer would come back. He decided to watch the entrance to see if it did. Standing amongst the dead, he took a deep breath, chanted the words and used his finger to trace a rune on his chest. Letting the power bubble forth within him, he willed his form to change. His golden hair darkened, turning black, as did his eyes. His pupils glowed red and small tusks grew from his mouth. He had taken on the form of his ancestors, the first of his clan who sold their souls to the abyss and whose blood ran through his veins. It was not a pleasant visage by any means, and he knew how the small minded in the south shied away from it. But he was bleeding from the side and both of his legs were covered in burn blisters. There was power within his blood, as evidenced by his wounds which reknitted and healed with each passing second. 1 spell point, concentrating as standard action. Fast Healing 1 while doing so With his wounds quickly healing, Kardin continued to watch, hoping that the skin stealer would be foolish enough to slink back... Found a few mistakes while doing this. So was worth the post. Skin stealers certainly had bad luck, though it also seems like I didn't take into consideration how much stronger gestalt can be to a single class
Many thanks to Eriktd for showing me trade traditions and his advice on using them. Learned something new! Also thank you to our GM for the generous ruling. While Kardin’s combat stats have gone down somewhat, I’m so much more happy with the character with these changes, especially the out of combat parts. Amongst other things he has become quite good at stealth (including disguise) and handling traps.
Sorry if I’m being dumb. “My ruling on Gunsmithing is that it is NOT replaced by those who would otherwise get it, so you get both Gunsmithing AND Gun Training instead of one or the other. Like I said, I want to rule as advantageous as possible for gun users since they're far more common in this setting, yet it also makes sense for those trained in their use to be able to craft ammo.” So no change for a gunslinger. At lvl 1 he gets Gunsmithing and at lvl 5 he gets gun training, correct? Or does he get both at lvl 1? And for a blacksmith, who takes “ Gunsmith The blacksmith gains proficiency with all firearms, gains the Gunsmithing feat as a bonus feat, and may make sunder attempts at range when using a firearm, using his Dexterity in place of his Strength modifier when determining his combat maneuver bonus.” Would he get just the Gunsmithing then, or would he get gun training too?
So many thanks to eriktd for pointing this out to me! I have some rules questions: “Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level.” Is this in effect? Because if so…I’m thinking of going Gunslinger 1 Blacksmith everything else. Furthermore: “Gunsmith The blacksmith gains proficiency with all firearms, gains the Gunsmithing feat as a bonus feat, and may make sunder attempts at range when using a firearm, using his Dexterity in place of his Strength modifier when determining his combat maneuver bonus…” With guns everywhere would this give gunslinger’s gun training? Because if so, I’d just go straight gunsmith blacksmith.
“Gearmaster” wrote: Karshin Shattershield: Interesting! Those extendable claws definitely make sense given how ancient dwarves were allies of the ancient Demonocracy and there's likely some kind of fiendish corruption in select bloodlines. Glad you liked it! It’s what drew me in. :) Ana Brunas wrote:
Oh I hear you. I almost made a cavalier/technician. A knight in steam powered armor on a mechanical horse. But the Drakr background spoke to me too much. I just like Kardin better. For incanters? I echo Philo and Chrischild. They are great for bringing out the best in other classes. Using Kardin as an example: I wanted three things. (1) For him to be good with a gun. Gunslinger did that.
But for so many builds, they can compliment whatever theme you are going for. Bloodlines, channeling, domains, etc…
“ Kardin Shieldshatter: That is how Destructive Strike works, yes. Planning on blasty butt-strokes/muzzle-thumps/pistol whips with your firearms by pairing it with the feat that lets you make unarmed attacks with by smacking a foe with your firearm?” Exactly that. Profile is pretty much done, with background and descriptions added. Crunch should all be there as well. Any changes from here on out will probably be minor in nature.
Rules question. “ Energy Strike (blast shape) [strike] As a standard action, you may make a single weapon attack in conjunction with making a destructive blast. This casting cannot be reduced below a standard action, and does not provoke attacks of opportunity, unless as usual if making a ranged attack. If the target is struck by the attack, it is also struck by the destructive blast. If using a scatter weapon, the blast only applies to a single target, chosen at the time of attack.” With this…let’s say it gets added to an unarmed strike. The unarmed strike is 1d4+5 normally and the blast is 3d6. Would this together be 1d4+3d6+5? —— Secondly, is this allowed? Precise Marksmanship (snipe) [EO3] Prerequisites: Sniper sphere, base attack bonus +5. Whenever you perform a deadly shot special attack action, you may choose to make a called shot. If you do, you reduce the penalty associated with the called shot by 2 (minimum 0). Associated Feat: Improved Called Shot. Note: This talent requires the called shot optional rule from Ultimate Combat. ——- Third: “ Enhance Equipment You may enhance a weapon, suit of armor, shield, or as many as 50 pieces of ammunition grouped together (in the same container or quiver), granting it a +1 enhancement bonus. This bonus increases by 1 for every 4 caster levels possessed (maximum +5). This does not stack with any enhancement bonus already possessed by the item.” ABP gives +1 enchantment. Would this allow the placement of enhancements like shock (+1) and flaming (+1?). Because if so, dual energy enhancement does more damage (2d6+6) but greater enhance equipment lasts longer (6 hours instead of 1 hour). Thank you in advance :)
Wounds (0) HP (72) AC (23/23/17, +1 FD) Saves (8/8/8, +2 vs spells, +4 vs poison) CMD (24) Init (+6) SP (9/12) Rockets (5/5) Elec Resist (5) Spells (Ascetic Control 24hrs, Enhance Equipment 6hrs)
Kardin gave his cousin a slight nod of the head. He didn't know how to answer Haela, so he didn't. Grunting noncommittally, he marched on. She raised good points, and it didn't feel good to be at a loss for words. He steeled himself to face whatever was to come, even if it was evidence of the shame of his people.
Wounds (0) HP (72) AC (23/23/17, +1 FD) Saves (8/8/8, +2 vs spells, +4 vs poison) CMD (24) Init (+6) SP (9/12) Rockets (5/5) Elec Resist (5) Spells (Ascetic Control 24hrs, Enhance Equipment 6hrs)
Kardin sighed. ”Not something I like talking about. See those reliefs? Clearly they be from the Clan Wars. Many a dwarf was led astray by false gods. They fought in the service of Demon Lords and Arch Devils.” He frowned, as if though even talking about it left a sour taste in his mouth. ”The smiling statue? Don’t know. But the Clan Markings make this seem like it was dug by an offshoot of the Clan Axehand.” He left it at that, as he pushed forward. It was one thing to smash some slimes. But who knew what might be waiting for them now?
Wounds (0) HP (72) AC (23/23/17, +1 FD) Saves (8/8/8, +2 vs spells, +4 vs poison) CMD (24) Init (+6) SP (9/12) Rockets (5/5) Elec Resist (5) Spells (Ascetic Control 24hrs, Enhance Equipment 6hrs)
History: 1d20 + 6 ⇒ (12) + 6 = 18 Kardin looked around inquisitively. The mines were certainly more than what they seemed upon entering. And that alone was somewhat of a defense. The statue, especially, caught his eye. He tried to recall what he knew…
Wounds (0) HP (72) AC (23/23/17, +1 FD) Saves (8/8/8, +2 vs spells, +4 vs poison) CMD (24) Init (+6) SP (9/12) Rockets (5/5) Elec Resist (5) Spells (Ascetic Control 24hrs, Enhance Equipment 6hrs)
”Should we survive then I’d be mighty interested in the ruins.” For the first time he was taking an interest in their task that went beyond just coin. He truly wanted to see this through. With that in mind he strode forward.
Wounds (0) HP (72) AC (23/23/17, +1 FD) Saves (8/8/8, +2 vs spells, +4 vs poison) CMD (24) Init (+6) SP (9/12) Rockets (5/5) Elec Resist (5) Spells (Ascetic Control 24hrs, Enhance Equipment 6hrs)
Sorry I could have sworn I had made a post. But let’s get this rolling ”Right.” Kardin said. ”We all be properly rested. Let’s do this before we all die of old age.”
Wounds (0) HP (72) AC (23/23/17, +1 FD) Saves (8/8/8, +2 vs spells, +4 vs poison) CMD (24) Init (+6) SP (9/12) Rockets (5/5) Elec Resist (5) Spells (Ascetic Control 24hrs, Enhance Equipment 6hrs)
"Now, I may be biased." Kardin said. "But I'd help these dwarves. Got a good chance to have a payout, and it'll make these lands safer to boot. We all ready to get this work done?"
Wounds (0) HP (72) AC (23/23/17, +1 FD) Saves (8/8/8, +2 vs spells, +4 vs poison) CMD (24) Init (+6) SP (9/12) Rockets (5/5) Elec Resist (5) Spells (Ascetic Control 24hrs, Enhance Equipment 6hrs)
Kardin burst out laughing as the dwarves appeared. ”What a fooking relief!” He said. Getting to his feet he held up his hands in a sign of peace. ”Name’s Kardin, Clan Shieldshatter. We’re just sheltering before moving on, we make nay claim to this mine.” So long as they remained civil he added ”Who be ye, prospectors?”
Wounds (0) HP (72) AC (23/23/17, +1 FD) Saves (8/8/8, +2 vs spells, +4 vs poison) CMD (24) Init (+6) SP (9/12) Rockets (5/5) Elec Resist (5) Spells (Ascetic Control 24hrs, Enhance Equipment 6hrs)
"Aye." Kardin agreed. "Looking at the webs, there seem to have been a couple of large ones here in the past, but the webs be old. But there do be a ton of the creepy crawlies here. I'd wager that the largest be about as big as me hand." He said, holding his hand up to show the others. "If we stay here, we need a solid watch over those who sleep. Not just for threats, but to ensure that we can rest well with these about." Looking around, he added "Quartz be here, with some metal. Nothing excavated with care, and Boram be right about the foot traffic." He shook his head and sighed. "This be just fine as a place to shelter from the weather. But...let's be well and truly wary. Get plenty of light in here as well, make sure everyone can see well and true."
Wounds (0) HP (72) AC (23/23/17, +1 FD) Saves (8/8/8, +2 vs spells, +4 vs poison) CMD (24) Init (+6) SP (9/12) Rockets (5/5) Elec Resist (5) Spells (Ascetic Control 24hrs, Enhance Equipment 6hrs)
Perception piles of rock: 1d20 + 2 ⇒ (6) + 2 = 8 Kardin moved forward upon seeing there was no immediate threat. With weapon in hand, he went about assisting in seeking what was present. Int for a knowledge check to see if he can figure out what, if anything, is currently living there? For example, do the cobwebs look like they are from giant spiders or normal sized ones?: 1d20 + 4 ⇒ (19) + 4 = 23
Wounds (0) HP (72) AC (23/23/17, +1 FD) Saves (8/8/8, +2 vs spells, +4 vs poison) CMD (24) Init (+6) SP (9/12) Rockets (5/5) Elec Resist (5) Spells (Ascetic Control 24hrs, Enhance Equipment 6hrs)
Knowing that he wasn’t even close to being ‘stealthy’, the dwarf held his ground. He concentrated on the mine, watching it intently for any sign of danger. He certainly liked the idea of sheltering there, but he was well aware that both beast and monster alike would recognize the shelter for what it was.
Wounds (0) HP (72) AC (23/23/17, +1 FD) Saves (8/8/8, +2 vs spells, +4 vs poison) CMD (24) Init (+6) SP (9/12) Rockets (5/5) Elec Resist (5) Spells (Ascetic Control 24hrs, Enhance Equipment 6hrs)
”Probably dead.” Kardin muttered, rationalizing that it was the most likely reality. He didn’t say it, but he was already looking at what supplies they could take before moving on.
Wounds (0) HP (72) AC (23/23/17, +1 FD) Saves (8/8/8, +2 vs spells, +4 vs poison) CMD (24) Init (+6) SP (9/12) Rockets (5/5) Elec Resist (5) Spells (Ascetic Control 24hrs, Enhance Equipment 6hrs)
Giving Elmo a look filled with newfound respect, the dwarf busied himself in breaking camp. He didn’t share much in the way of excitement for helping people without pay, especially in light of Elmo’s tale of losing his companions. But he had nothing against it per se. It just wasn’t his highest priority. ”Boram and Terion be right.” He said, glancing at Jairdan and noticing the use of magic in ensuring that all items were put away correctly and cleanly. He appreciated that. It was a sign of a steady and reliable mind.
Wounds (0) HP (72) AC (23/23/17, +1 FD) Saves (8/8/8, +2 vs spells, +4 vs poison) CMD (24) Init (+6) SP (9/12) Rockets (5/5) Elec Resist (5) Spells (Ascetic Control 24hrs, Enhance Equipment 6hrs)
With a grunt of acknowledgement, Kardin moved further away from the ghost, and the mess he had made. After taking some water to wash his mouth and face, he went back to bed. "Wake me when it's time for watch." He said as he went back to sleep.
Wounds (0) HP (72) AC (23/23/17, +1 FD) Saves (8/8/8, +2 vs spells, +4 vs poison) CMD (24) Init (+6) SP (9/12) Rockets (5/5) Elec Resist (5) Spells (Ascetic Control 24hrs, Enhance Equipment 6hrs)
”Right.” The dwarf said. ”Where be these meadows?” Cults and dragons and the walking dead? That sounded like a job for a hero. A Paladin or the like, empowered by the divine to smite evil. Not a group of rag tag commoners hired to hunt bandits. But the ghost didn’t need to hear that. The spirit seemed like an alright sort, and it had been kind enough to tell them where they could go to get paid. While he didn’t like the idea of tangling with a giant, or even a bear for that matter, it wouldn’t hurt to at least check it out.
Wounds (0) HP (72) AC (23/23/17, +1 FD) Saves (8/8/8, +2 vs spells, +4 vs poison) CMD (24) Init (+6) SP (9/12) Rockets (5/5) Elec Resist (5) Spells (Ascetic Control 24hrs, Enhance Equipment 6hrs)
With a cough, the dwarf wiped his mouth and stood up. "Fook. Just...fook. Well, I think I see where this is going. Ye want us to go unalive the men who be, what, trapped and confused?" He said with his usual tact. Part of him wanted to just say no out of hand. He was here for gold, so that he could further his craft, not to run errands for the dead. But at the same time, to anger the spirits might mean joining them, and that by itself was a very persuasive bargaining tool.
Wounds (0) HP (72) AC (23/23/17, +1 FD) Saves (8/8/8, +2 vs spells, +4 vs poison) CMD (24) Init (+6) SP (9/12) Rockets (5/5) Elec Resist (5) Spells (Ascetic Control 24hrs, Enhance Equipment 6hrs)
Wis: 1d20 ⇒ 4
Having just woke up, Kardin was not ready to be assaulted by the supernatural. Still believing that flesh and blood men were before him, the wave of energy blindsided him. Rather than grabbing his axe, the dwarf doubled over and failed to keep the contents of his stomach within.
Wounds (0) HP (72) AC (23/23/17, +1 FD) Saves (8/8/8, +2 vs spells, +4 vs poison) CMD (24) Init (+6) SP (9/12) Rockets (5/5) Elec Resist (5) Spells (Ascetic Control 24hrs, Enhance Equipment 6hrs)
Kardin groggily woke up and saw that they were not alone. He reached for his axe, stopping when he realized that his comrades did not seem to see the newcomers as being hostile. Still, he regarded them with distrust.
Wounds (0) HP (72) AC (23/23/17, +1 FD) Saves (8/8/8, +2 vs spells, +4 vs poison) CMD (24) Init (+6) SP (9/12) Rockets (5/5) Elec Resist (5) Spells (Ascetic Control 24hrs, Enhance Equipment 6hrs)
Sound asleep, as it was not his watch, Kardin was blissfully unaware that their camp had been invaded by armed men. Fortunately, it did not seem that they had ill intentions in mind, as evidenced by the fact that the dwarf's throat was yet uncut.
Wounds (0) HP (72) AC (23/23/17, +1 FD) Saves (8/8/8, +2 vs spells, +4 vs poison) CMD (24) Init (+6) SP (9/12) Rockets (5/5) Elec Resist (5) Spells (Ascetic Control 24hrs, Enhance Equipment 6hrs)
Welcome Wench: Kardin listened, and then with a sigh he got to his feet. "Aye lass, ye be right. The job must be done and there be nay point whining about it. Just a lapse from me." He looked at the tiefling with increased respect, for she had her priorities straight and was willing to see them through. He motioned towards the door. "A good idea on meeting the others. Let's see if the preparations be finished, and if nay, what else needs doing."
Wounds (0) HP (72) AC (23/23/17, +1 FD) Saves (8/8/8, +2 vs spells, +4 vs poison) CMD (24) Init (+6) SP (9/12) Rockets (5/5) Elec Resist (5) Spells (Ascetic Control 24hrs, Enhance Equipment 6hrs)
Welcome Wench: Kardin was silent for a moment, as he considered Herala‘a question. At length, he turned to her. ”When I was a wee lad, me father and uncle went off to fight. Orcs were raiding, and a warband was put together as there was a bounty on tusks. I remember how happy they were when they left, talking about what they’d spend their gold on. Even convinced a beardling from the temple to come with them. To heal them, they said. Nah fighting, just patch them up.” The dwarf grimaced before continuing. ”They couldn’t bring back all of that young cleric. The orcs saw to that. I was young, but I remember how the lad’s mother went off on me father. Screaming that he murdered her son with his promises of gold and glory. And me pa? Never quite the same. Never talked about what happened out there and I never asked.” With a sour look on his face he said ”The gold is too good to pass up. But I can’t help but feel like I’m doing exactly what me father did, and that there will be angry parents who’ll be hollering because they will be burying their children when this is done. If we return. So me wisdom? That I don’t know how we will be dealing with this, because none of us has done this before. But the bandits we be hunting? They have. So the best I can say is that we take this seriously and don’t think of it as any kind of glorious adventure. And that for every young fool we rope into this, we do so without any promise of their safety.” He stopped, catching himself, his face flushed behind his beard. ”Me apologies.” He muttered. ”Its just on me mind. If anything I just want to head out right away and get this over with, even though I know preparation is key.” With a sigh he finished by saying ”I need a bloody drink.”
Wounds (0) HP (72) AC (23/23/17, +1 FD) Saves (8/8/8, +2 vs spells, +4 vs poison) CMD (24) Init (+6) SP (9/12) Rockets (5/5) Elec Resist (5) Spells (Ascetic Control 24hrs, Enhance Equipment 6hrs)
Welcome Wench: Kardin just grunted and gave a shrug. "Doesn't matter." He muttered. "We're leaving soon." He almost said more but stopped himself. The others were so gleeful in recruiting more and more people to join their expedition. And among them, how many had any actual combat experience? How many sons and daughters would die by the blades of bandits, who actually knew how to fight? It wasn't enough to make him back out, as he did need the gold. And a dark part of his head said that the more that came reduced the amount that he would die, and their deaths wouldn't count towards the split. But he pushed the unworthy thoughts away, only to have the guilt fall back upon him. Looking at the eager woman talking to him, he worried that if he said more then she too would want to come. At least if it was the others who recruited young fools, then the blood wouldn't directly be on his hands.
Wounds (0) HP (72) AC (23/23/17, +1 FD) Saves (8/8/8, +2 vs spells, +4 vs poison) CMD (24) Init (+6) SP (9/12) Rockets (5/5) Elec Resist (5) Spells (Ascetic Control 24hrs, Enhance Equipment 6hrs)
”If we had the coin for such.” The dwarf thought to himself. Even with such an offer he was not one to open his mouth, for he’d rather be stabbed than to debase himself by asking for something he hadn’t earned. Still, the tall ones seemed happy, as was their wont. And it seemed as if though their band had grown in size enough. Any more and they might have to register as a small army.
Wounds (0) HP (72) AC (23/23/17, +1 FD) Saves (8/8/8, +2 vs spells, +4 vs poison) CMD (24) Init (+6) SP (9/12) Rockets (5/5) Elec Resist (5) Spells (Ascetic Control 24hrs, Enhance Equipment 6hrs)
Perception: 1d20 + 2 ⇒ (14) + 2 = 16
With all of the tact of a hammer, Kardin crossed his arms and said "I really don't understand ye long-legs." With a frown he said "Maybe it comes from lack of air with ye heads up in the clouds, but it be clear that Freya is fidgeting with her hands on her skirt or near her blade and be nervous around Herala. It be painfully obvious that ye be nervous around her. And it nay be malicious." He said, calling out the obvious by just stating the facts. "So let's just give the two of them some time alone." He said to the group. "We've got a job to do, and seeing as how ye all don't have any clans to do matchmaking properly, we need to let the kids fumble around in the dark. A mine that is too crowded will bury everyone." He finished as he turned to leave, sharing the dwarven saying without consideration as towards whether it truly translated well into the common tongue.
Wounds (0) HP (72) AC (23/23/17, +1 FD) Saves (8/8/8, +2 vs spells, +4 vs poison) CMD (24) Init (+6) SP (9/12) Rockets (5/5) Elec Resist (5) Spells (Ascetic Control 24hrs, Enhance Equipment 6hrs)
Whatever roll is needed: 1d20 ⇒ 18
Kardin sat down, a blank piece of parchment in front of him, and the map in question above it. He opened up his pack and pulled out his maker's mark chisel. It was used to put his own personal mark on whatever he made, but in this case he had a different idea in mind. In the top corner of the blank parchment, he slowly and deliberately inscribed on it: ᚺᛖᛚᛚᛟ × ᛗᛁᛞᚷᚨᚱᛞ He muttered to himself as he did so, speaking an old dialect of dwarven. Each word coincided with the rune inscribed, and when he was done he sat back and watched. The parchment slowly became clear, letting the map beneath it show through. The dwarf then began the laborious process of copying the map over, by merely drawing over what was shown on the parchment. It was a simple enough magic trick, allowing him to ensure that the map he made was exactly the same as the one being copied from. All it required was the right arcane knowledge, patience, and a steady hand.
Wounds (0) HP (72) AC (23/23/17, +1 FD) Saves (8/8/8, +2 vs spells, +4 vs poison) CMD (24) Init (+6) SP (9/12) Rockets (5/5) Elec Resist (5) Spells (Ascetic Control 24hrs, Enhance Equipment 6hrs)
"Just water." Kardin said. "Heard that ye can get addicted to tea. Gives ye headaches if ye stop." The dwarf found a seat, so as to get to work in copying the maps. Proficiencies = Tools: Thieves’ tools, tinker’s tools, smith tools, mason tools, jeweler’s tools
Also, he has magical tinkering. One of the effects is this: "A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like." Can he use magical tinkering to make a visual effect be a copy of the map they are trying to copy, so it can just be traced over? I figure that would allow us to get a 'perfect map' without too much hassle
Wounds (0) HP (72) AC (23/23/17, +1 FD) Saves (8/8/8, +2 vs spells, +4 vs poison) CMD (24) Init (+6) SP (9/12) Rockets (5/5) Elec Resist (5) Spells (Ascetic Control 24hrs, Enhance Equipment 6hrs)
"Wouldn't hurt." Kardin said. "At the very least, it's more hands to help us through the wilderness. Could save quite some travel time, and help ensure that we don't go hungry."
Wounds (0) HP (72) AC (23/23/17, +1 FD) Saves (8/8/8, +2 vs spells, +4 vs poison) CMD (24) Init (+6) SP (9/12) Rockets (5/5) Elec Resist (5) Spells (Ascetic Control 24hrs, Enhance Equipment 6hrs)
Kardin kept his mouth shut as Herala and Boram talked. The Burglar was right, of course, in that one being good or bad was their own actions. However, grudges and debts could be, and often had been, levied against clans, nations, and even entire species. There was thus a distinction between the goodness of an individual, and the debt carried by one's birth. But he kept this counsel to himself, as he had no grudge to fulfill against her, and it seemed cruel to bring it up. He turned to look at Terion and Jardan, waiting for them to speak. The Church was their land, and the people within their own. It only seemed right to allow them to take the lead.
Wounds (0) HP (72) AC (23/23/17, +1 FD) Saves (8/8/8, +2 vs spells, +4 vs poison) CMD (24) Init (+6) SP (9/12) Rockets (5/5) Elec Resist (5) Spells (Ascetic Control 24hrs, Enhance Equipment 6hrs)
Kardin yawned and stretched. "Aye, then. To the church." He said, grateful that the others were taking the lead in preparing for the journey.
Wounds (0) HP (72) AC (23/23/17, +1 FD) Saves (8/8/8, +2 vs spells, +4 vs poison) CMD (24) Init (+6) SP (9/12) Rockets (5/5) Elec Resist (5) Spells (Ascetic Control 24hrs, Enhance Equipment 6hrs)
"Have to feed a mule." Kardin added in. "And look after it. Best to just do as the ancestors did, and carry it." After a moment's thought, he added "Or, rope someone into joining us for the purpose of carrying the gear. Plenty of young farmers and the like around here. Promise a cut of the spoils if they lug all of this shyt around."
Wounds (0) HP (72) AC (23/23/17, +1 FD) Saves (8/8/8, +2 vs spells, +4 vs poison) CMD (24) Init (+6) SP (9/12) Rockets (5/5) Elec Resist (5) Spells (Ascetic Control 24hrs, Enhance Equipment 6hrs)
Kardin nodded his acceptance to the plan. He kept a stoic look on his face, to mask the truth that he was somewhat nervous about the venture. He had trained to fight, of course. What dwarf didn’t? Even his clan’s name came from a feat of martial prowess. But he has never actually put any of the training to use. The idea that this group was going to happily walk into a battle that the guards weren’t willing to do? It was somewhat disconcerting. But the pay was too good to walk away from. All that he could do was keep his doubts to himself and to focus on the prize.
About Merisiel, Elf RogueGear: potion of cure serious wounds, potion of invisibility, acid, alchemist's fire, tanglefoot bag; Other Gear +2 studded leather, masterwork buckler, +1 keen rapier, daggers (12), belt of incredible dexterity +2, boots of elvenkind, cloak of resistance +1, ring of protection +1, universal solvent, backpack, hooded lantern, masterwork thieves' tools, oil (5), silk rope (50 ft.), 16 gp |