Terek

Karmid Groundbreaker's page

1,384 posts. Alias of Jeremy Clements.


Full Name

Karmid Groundbreaker

Race

NG Human (Shoanti)

Classes/Levels

Level 7 Ranger | HP 69/69 :
AC 19 (21) T 15 FF 14(16)| F +8 R +8 W +6 | Init +3(+5) | Perc +13 | CMB +12 | CMD 23 | Speed 30 |Enlarge Self: 6rds/day as a Swift (-0)| Fav. Terrain (Forest )/Enemy(Giants+2/Undead+4) |
Temp:

Gender

Male

Size

M

Age

17

Special Abilities

Birthmark

Alignment

NG

Deity

Gozreh

Location

Sandpoint

Languages

Shoanti, Common, Giant, Goblin, Draconic

Strength 18
Dexterity 14
Constitution 15
Intelligence 12
Wisdom 16
Charisma 11

About Karmid Groundbreaker

Short Cuts:

[dice=+1 Earthbreaker(2-Handed)]1d20 + 12[/dice]
[dice=Damage+Acid]2d6 + 7 + 1d6[/dice]

[dice=+1 LARGE Earthbreaker(2-Handed)]1d20 + 13[/dice]
[dice=Damage+Acid]3d6 + 8 + 1d6[/dice]

[dice=Ranged Touch Attack (Holy Water)]1d20+9[/dice]
[dice=Holy Water 'Direct Hit' damage]2d4[/dice]
+1 point of damage to each zombie within 5 feet of the hit!

Thunder and Fang!
[dice=+1 Earthbreaker(2-Weapon Fighting)]1d20 + 12 - 2[/dice]
[dice=Damage+Acid]2d6 + 5 + 1d6[/dice]
+
[dice=+1 MW Adamantine Klar(2-Weapon Fighting)]1d20 + 12 – 2[/dice]
[dice=(Adamantine)Damage+Acid]1d6 + 3 + 1d6[/dice]
+
[dice=+1 Earthbreaker(2-Weapon Fighting)]1d20 + 12 - 5 - 2[/dice]
[dice=Damage+Acid]2d6 + 5 + 1d6[/dice]

Thunder and Fang(Large Size)!
[dice=+1 Earthbreaker(2-Weapon Fighting)]1d20 + 13 - 2[/dice]
[dice=Damage+Acid]3d6 + 6 + 1d6[/dice]
+
[dice=+1 MW Adamantine Klar(2-Weapon Fighting)]1d20 + 13 - 2[/dice]
[dice=(Adamantine)Damage+Acid]1d8 + 3 + 1d6[/dice]
+
[dice=+1 Earthbreaker(2-Weapon Fighting)]1d20 + 13 - 5 - 2[/dice]
[dice=Damage+Acid]3d6 + 6 + 1d6[/dice]

[dice=MW Comp. (+4 Str) Longbow]1d20 + 10[/dice]
[dice=Damage]1d8 + 4[/dice]
Info: Ranged: MW Comp. (+4 Str) Longbow +10 (1d8+4/x3/100ft)

Melee (Large Size)
[dice=LARGE Dagger]1d20 + 12[/dice]
[dice=Damage+Acid]1d6 + 5 + 1d6[/dice]

Ranged(Large Size)
[dice=LARGE Dagger]1d20 + 9[/dice]
[dice=Damage+Acid]1d6 + 5 + 1d6[/dice]

[dice=Survival(Forest)]1d20 + 11 + 2[/dice]

[dice=Perception (+4 vs.Undead)]1d20 + 12[/dice]
[dice=Stealth w/Armor]1d20 + 12 - 1[/dice]

[spoiler=Liberating Command]School transmutation; ranger 1; KARMID CASTING LEVEL 1; Casting Time 1 immediate action (Can be cast on other people's turn!); Components V; EFFECT: Range close (25 ft. + 5 ft./2 levels)Target one creature; Duration instantaneous; Saving Throw Will negates (harmless); Spell Resistance yes (harmless); DESCRIPTION: If the target is bound, grappled, or otherwise restrained, he may make an Escape Artist check to escape as an immediate action. He gains a competence bonus on this check equal to twice your caster level (maximum +20). This spell has no effect if the target could not get free by using the Escape Artist skill (for example, if he were under the effects of a hold person spell or paralyzed by Strength damage).[//spoiler]

Casting [url=https://www.aonprd.com/SpellDisplay.aspx?ItemName=Entangle]Entangle![//url] Reflex DC13 for Partial effect.

[dice=Knowledge (Religion) for possible identifying an Undead (+4 vs. Undead)]1d20 + 7[/dice]

New Treasures:

Foxglove Servant's Key

New Magic Item Descriptions:

Cloak of the Hedge Wizard (Transmutation)
*This cloak comes in eight varieties—one for each school of magic. The cloak grants its wearer the ability to use a certain number of spells on command (caster level 1st) based on its school of magic. It also grants the wearer the ability to use prestidigitation on command and at will.
~Transmutation: at will—mage hand; 1/day—enlarge person, expeditious retreat

Gloves, Deliquescent
*These heavy leather gloves ripple and flows at the wearer’s command, reshaping to fit any hand, claw, tentacle, or alien limb. The wearer’s melee touch attacks with that hand deal 1d6 points of acid damage. If the wearer uses that hand to wield a weapon or make an attack with an unarmed strike or natural weapon, that attack gains the corrosive weapon special ability. The wearer’s gloved hand is protected from the acid ability of oozes, allowing him to use that hand to attack oozes with unarmed strike or natural attack without risk of harm from contact with the ooze. These unarmed strikes and natural attacks never cause an ooze to split.

Bag of Tricks (Rust)
*This small sack appears empty. Anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears. It can follow any of the commands described in the Handle Animal skill. Each of the three kinds of bags of tricks produces a different set of animals. Use the following table to determine what animals can be drawn out of each. The heavy horse appears with harness and tack and accepts the character who drew it from the bag as a rider. Animals produced are always random, and only one may exist at a time. Up to 10 Animals can be drawn from the bag each week, but no more than two per day.
d%: Animal
01–30: Wolverine
31–60: Wolf
61–85: Boar
86–100: Leopard

Swan Boat Feather Token
*A token that forms a swan-like boat capable of moving on water at a speed of 60 feet. It can carry eight horses and gear, 32 Medium characters, or any equivalent combination. The boat lasts for 1 day.

Tree Feather Token
*A token that causes a great oak to spring into being (5-foot-diameter trunk, 60-foot height, 40-foot top diameter). This is an instantaneous effect.

Wasp Nest of Swarming
*This is a hand-sized replica of a wasp’s nest, crafted out of paper. It is extremely fragile and comes in a snug rigid case. If the nest is placed on the floor or ground, each time a creature passes through that square there is a 50% chance that it kicks or steps on the nest, triggering it. The nest may instead be thrown (range increment 10 feet), triggering when it strikes a hard surface or a creature. When triggered, the nest creates a wasp swarm that attacks the nearest creature and follows it until it is dead, the swarm is killed, or the swarm is unable to reach the target, at which point the swarm attacks the next nearest creature. If the swarm can’t find any targets, it waits in place until another creature appears. The swarm dissipates 9 minutes after being released.

Bloodletting Kukri
*On a successful critical hit, this kukri deals 2 points of bleed damage, which stacks with any bleed damage already caused by the attack. Each time the wielder strikes a blow that deals bleed damage with this weapon, he gains temporary hit points equal to the amount of bleed damage dealt. No temporary hit points are gained if the target was already bleeding, even for a lesser amount. Temporary hit points bestowed by the bloodletting kukri last for 1 minute.

Stats:

Karmid Groundbreaker

Male Human (Shoanti) Ranger 7
NG Medium Humanoid
Init +3; Perception +12

STATISTICS:
Str 18, Dex 14, Con 15, Int 12, Wis 15(16), Cha 11
Base Atk +6/+1; CMB +11(13/Large Size); CMD 22(23w/L.S.)
Size: 6'4"
Weight 200 lbs

DEFENSE:
AC 19 (21 with Klar), touch 15, flat-footed 14(16 with Klar)
HP 69 (7d10 +2 Con +7 Favored Class)
Fort +6; Ref +6; Will +3;
Immunities/resistance/etc.
+2 vs Charm and Compulsion (trait bonus)
+2 vs Fortitude saves against Disease and Poison (trait bonus)

OFFENSE:
Speed 30ft.

Melee: +1 Earthbreaker (2-Handed) +12 (2d6+6/x3)

Melee: Dagger +11 (1d4+4/19-20x2)

Melee: +1 Earthbreaker (w/Thunder and Fang)+12-2(2d6+5/x3)

Melee: +1 Klar (Off-Hand)+10-2(1d6+3/x2)

Ranged: MW Comp. (+4 Str) Longbow +10 (1d8+4/x3/100ft)

Ranged: Dagger +9 (1d4+4/19-20x2/10ft)

Melee: Bloodletting Kukri +11 (1d4+4/18-20x2)

Special Attacks/Abilities:
*Enlarge Person(Su) swift action and lasts for one rd:
3/day + Wis (6/day)
*Favored Enemy: +2 vs. Humanoid(Giant)
*Favored Enemy: +4 vs. Undead
*+2 on a single Attack of opportunity 1/day (trait bonus)
*Favored Terrain (Forest - coniferous and deciduous): At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
*Hunter’s Bond (Ex): At 4th level, a ranger forms a bond with his hunting companions. This bond can take one of two forms. Once the form is chosen, it cannot be changed. The first is a bond to his companions. This bond allows him to spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within 30 feet who can see or hear him. This bonus lasts for a number of rounds equal to the ranger’s Wisdom modifier (minimum 1). This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
~(Wis+FCB) 9rds duration per activation!
*Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance. To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.
CL = Ranger Level -3.

-Hero Points- (+1/lvl Max of 3)
7 pt (7 spent)

Favored Class Bonuses
*HP +7
*Skill +7 (human)
*GM Bonus:
~+6 pts Hunter's Bond Duration (+6 rounds) – based on half-elf bonus.
~New Shoanti (Favored Class Bonus): 1 pt (1/3)
Desc: +1/3, across all favored enemies, on 1 save of Shoanti choice. So by Level 6, Karmid could have +1 Reflex, +1 Will on saves against all favored enemies. By Level 9, +1 Reflex and +2 Will, by 12 +2/+2..., it is clearly something that starts weaker but scales strongly into the late game - by level 15 thats +2/+2 for saves on 4 different favored enemy types(+3 on one save for all that are +4 or higher, or +1/+2/+2).

-Feats-
1st Lvl: Weapon Focus (Earthbreaker)
Bonus: Weapon Focus (Klar)
2nd Lvl Ranger Style Feat(Weapon and Shield): Two-Weapon Fighting
3rd Lvl: Thunder and Fang (You can use an earth breaker as though it were a one-handed weapon. When using an earth breaker in one hand and a klar in your off hand, you retain the shield bonus your klar grants to your Armor Class even when you use it to attack. Treat your klar as a light weapon for the purposes of determining your two-weapon fighting penalty.)
3rd Lvl Bonus: Endurance
5th Level Feat: Weapon Trick (Combat)
*Weapon and Shield Tricks
~Block and Counter: You can ready a standard action to block an attack with your shield, making an attack roll as though you were making a shield bash and using the result as your AC against that attack. If you successfully block the attack, you can attack that opponent with the weapon in your other hand as an immediate action.
~Shielded View: When you avert your eyes to avoid a gaze attack, you have an 80% chance to avoid having to attempt a saving throw against the gaze.
~Warded Movement: As a swift action, you can choose a foe you can see. You can pass through that foe’s threatened area without provoking attacks of opportunity from that foe this round. Once you target a foe with this trick, you can’t target it again that day.
6th Lvl Ranger Style Feat(Weapon and Shield): Shield Focus (+1AC with Klars)
7th Dodge (For Weapon Trick qualifier!)

GM Bonus Feats*
Story: Nemesis
~Prerequisite: You must have at least one enemy who wishes to cause you great harm. If you have multiple enemies, the GM may keep the specific nemesis secret, or have many of your enemies work together against you. If your nemesis is not already a challenging foe, it either advances in strength to become a challenging foe or allies with others to achieve a higher challenge rating.
~Benefit: Having a nemesis drives you to excel in training. For each new level you gain in a favored class, including the level you gained when you chose this feat, you can choose two benefits instead of one. One of these benefits must be either a bonus hit point or a bonus skill point, even if other options are available.
~Goal: Slay your nemesis. Causing your nemesis’s death through your direct actions qualifies even if you do not strike the fatal blow, but another killing your nemesis without your involvement doesn’t count.
~Completion Benefit: You gain a +2 inherent bonus to an ability score of your choice. In addition, you may retroactively apply your extra favored class benefit to the favored class levels you gained before taking this feat.
~Special: Thwarting your plans becomes an all-consuming goal for your nemesis. Your nemesis gains a +2 bonus on attack rolls and damage rolls against you. Whatever you try to achieve, your nemesis seeks to tear down.

*Feats 2 Get!
Dodge at 9th (For Weapon Trick qualifier!)
Double Slice at 10th (Ranger Bonus)
Improved Critical(Earthbreaker)@11th
Improved Critical (Klar)@ 13th
Greater Shield Focus @14th (Ranger Bonus)
Focused Undead Expertise or Flexible Foe(Humanoid)(@15th)
Improved Two-Weapon Fighting
Greater Two-Weapon Fighting

-Traits-
Birthmark (Campaign)Holy Symbol and +2 trait bonus on all saving throws against charm and compulsion effects.
Bred for War (Race) +1 Intimidate; +1 CMB
Tactician (Combat) +1 Initiative; +2 to to hit with Attack of Opportunity 1/day.

GM Bonus: Hagfish Hopeful (Campaign Trait)
~Source Rise of the Runelords Anniversary Edition Player's Guide pg. 4
Ever since passing through Sandpoint when you were a child and hearing about the contest at the popular tavern known as the Hagfish, you wanted to take that coin purse as your own and carve your name on the ceiling beam above the bar. Training yourself to choke down indigestible food and drink water a pig would refuse, you’ve built up quite a strong resistance to all things putrid and gross. You gain a +2 trait bonus on Fortitude saves against disease and poison.

-Ranger Spells- (CL=Ranger Level-3)
(Each 1/day)
1st lvl: Liberating Command, Entangle,
2nd lvl: Raven's Flight
*Possible 1st level Spells: Air Bubble, Endure Elements, Entangle, Liberating Command, Lead Blades, Resist Energy, Sun Metal, Thunderstomp

Human Racial Traits
Bonus Feat (1st level)
Skilled (+1 skill pt per level)

Skills:8pts/lvl (32+2+2+2+2+2)
Adventuring Skills (x)=Class Skill
(x)Climb +11 (-1 Armor)
(x)Intimidate +10 (+1 Trait Bonus)
(x)Knowledge(Nature) +11
(x)Perception +12
(x)Stealth +12(-1 Armor)
(x)Survival +11 (+1/2 level for tracking only)
(x)Swim +11 (-1 Armor)
(X)Knowledge (Dungeoneering) +7
(X)Ride +7
Knowledge (Religion) +7*

Background Skills: 2 pts/lvl
Lore (Shoanti) +9
Linguistics +4 (Giant+Goblin+Draconic)
Knowledge(Geography) +10

Languages:
Common, Shoanti, Giant, Goblin, Draconic

SQ
Track (Bonus to Survival to track)
Wild Empathy (Diplomacy check to affect Animals: d20+Level+Cha)

Divine Power Bonus (Growth Subdomain)
~Divine Power: The character gains all the granted powers of that domain, as a cleric of their character level (using Wis for DCs/# of uses/etc as normal). they also gain the domain's spells as Spell-like abilities. each SLA is usable 1/day starting when their character level is double the spell level (so they gain the 1st level spell at second, the 2nd level domain spell at 4th, 3rd at 6th, etc). The caster level for these SLAs is equal to their character level and any effect tied to their casting stat (such as DCs) is based on Cha. I understand that using 2 separate stats for the powers and spells might be tough on MAD characters, but it will help mitigate against anyone trying to super-specialize one stat like some pally or oracle builds do.
*Domain Spell-Like Ability (1st) Enlarge Person 1/Day
*Domain Spell-Like Ability (2nd) Barkskin 1/Day
*Domain Spell-Like Ability (3rd) Plant Growth 1/Day
Diety: Gozreh

Combat Gear:
+1 Hide Shirt (+3 AC; -1 ACP)
+1 Klar (+1 Shield Bonus; additional -1 ACP when used)
+1 Earth Breaker
Dagger
Normal Longbow (*Left unused in Sandpoint)

Other Gear:
2x Sunrod
Explorer's outfit(Shoanti)
Ranger's Kit(backpack, bedroll, belt pouch, flint and
steel,iron pot, mess kit, rope, torches (10),
trail rations (5 days), and a waterskin)

Starting Money: 3401gp; 18sp, 20cp

New Gear:
8 vials of Holy Water
mw comp longbow (+4 Str)w/20 Common Arrows
Ring of Protection +1
Gloves, Deliquescent (+1d6 Acid damage to all melee attacks!)
Bag of Tricks
Cloak of the Hedge Wizard
Swan Boat Feather Token
Tree Feather Token
Wasp Nest of Swarming
Bloodletting’ Kukri
Ring of Jumping
Golembane Scarab (Sense Golems within 60ft. As a standard action, and Ignore DR of all Golems)
Pot of Cure Mod Wounds (3)

Basic Background:

Karmid Groundbreaker often considers himself a walking cliche. He's big and tough as most of Shoanti blood can say, but has a gentle heart and wide grin for his friends and those with caring hearts. Quiet, Karmid does not always say much, but when he does it is usually thought out and to the point.

Except for his teachers, many in Sandpoint consider him simple and naive, however that is mainly because he has had his trouble growing up as a Shoanti without the benefit of any Shoanti to raise him. Found by a traveler as the only survivor of a small family group of Shoanti killed on the road to Sandpoint from Magnimar, the traveler was surprised to find the child marked by an un-natural looking Shoanti-style tattoo on his chest that resembled Gozreh's holy symbol.

The person who found him as a baby took him to the closest place they could that might explain the tattoo: The temple at Sandpoint which had a shrine to Gozreh. Evidently the priests took one look at him (and the mark) and immediately took him in as a foundling orphan.

Since then his whole life has been Sandpoint, it's Temple, Gozreh's message, and his reclamation of his Shoanti Heritage. Fascinated as a child by stories of the wild Shoanti, he immediately set out to learn as much as he could.

Pestering any Shoanti or knowledgeable traveler that came to town to tell him stories of their fierceness or show him their fighting styles. Fortunately for Karmid, many took pity on the obviously earnest boy. This, of course, only fueled his interest more.

Now at a mere 17 years of age, he dresses Shoanti, hunts in the Shoanti style around Sandpoint, and is attempting to master the harder fighting techniques of the Shoanti. He even sneaks out of his stifling studies to secretly practice these styles or hunt the local wildlife to provide food for some of the poorer families of Sandpoint.

His favorite weapons are the Shoanti Earth Breaker and Klar, and plans to master the Hammer and Fang style of fighting one day.

Karmid tends to shy away from any limelight, but like most children he dreamt of grand adventures and hearing stories of his exploits being told to others by flickering campfires on cold winter nights. One of Karmid' biggest dreams is of tracking the elusive Sandpoint Devil back to its lair and confronting, if not killing the elusive beast for good. He also imagines he has family out among the wilds of Varisia somewhere, lost to time and history. But he has yet to find any hint of his direct family or possible Shoanti Clan. He suspects he belongs to one of the more "civilized" Shoanti groups that live in or near Magnimar, but this is just a gut feeling and really mere speculation on his part.

Description:

Tall, muscle-bound, dark of skin, and darker of hair which is usually kept in a Shoanti war-braid; Karmid never wears anything but practical clothes or armor if he can get away with it. He usually wears a traditional Hide Shirt of Shoanti make, and is almost never without his prized Earth Breaker. He usually carries at least a dagger at minimum. For some unknown reason, he tends to to feel nervous and distracted without some sort to weapon at hand.

Sample Post:

Crouched on the roof of the newly reconstructed temple, in the shrinking shadows of the predawn light, Karmid watched as the sun crept over the horizon of Varisia. The new light revealed the familiar fog-shrouded graveyard adjacent to the temple as it spread out before him. He reveled in the warm feeling of the sunlight with Gozreh's gentle breeze, and smiled at his anticipation of what it meant. Vicorum had promised weeks ago to meet with him just after dawn on the day prior to the festival, and the odd traveling vendor had promised a special treat for Karmid.

Carefully climbing down the sturdy wall of the temple he then respectfully picked his way through the graveyard’s older stones and tombs. At the far edge of the yard, he tapped his holy mark on his upper chest and muttering a quick prayer to Gozreh in quiet regard to comfort those loved ones lost to the living. Quickly he dropped down the hillside embankment to the open road just below, and out of sight of the temple proper and his watchful mentors.

Following Undercliff Way towards Highstreet, Karmid easily walked to the promised meeting at Rusty Nail Alley unencumbered both physically and emotionally. The morning shadows were still there and Vicorum was there in the darkest part as promised. His large, but floppy gray hat and casual demeanor were very evident, as he leaned against the cleanest parts of the Southern wall seemingly dozing. Sitting against his right leg on the far side of the alley, and out of reach was a canvas-wrapped package of decent size.

“Took you long enough…I have been waiting here nearly an hour. I thought your child-like eagerness for all things Shoanti would have brought you earlier than this." Vicorum looked up at Karmid squinting in the increasing light with one bushy eyebrow raised, and brushed back his careless mass of brownish-red hair, revealing his usually hidden half-elven ears.

"Did you actually grow an inch since I’ve been gone?”

Shrugging and seeing no harm in the truth Karmid smiled back at the half-breed merchant.

“Sorry to worry you Vic. I had to wait until sunrise so the temple was busy with the Sarenites’ dawn ceremony. That way I could slip out unnoticed. I promise I am more than eager enough to meet with you.”

Casually crossing muscled arms, Karmid damped his obvious enthusiasm.

“I am also no longer a child. I will be of age soon enough...and I only grew another half an inch.”

Smiling, but holding his hands up defensively, Vicorum backed up and gently kicked the bundle at his feet.

Stepping up, Karmid knelt and unwrapped the canvas bundle. This revealed a beat-up but functional looking shield of Shoanti make called a Klar. Made from the skull of a giant lizard native to Varisia, the shield was also a deadly weapon in the hands of those who knew how to use the large piercing blade that thrust from the lizard’s forehead.

“Is it authentic?"

“I’m told it was recovered from an old battlefield in the Cinderlands.”

“The Battle of Hermac’s Bluff?"

“I dunn…Yeah…that sounds right. Sure.”

Karmid sighed, “There WAS no Battle of Hermac’s Bluff. There’s no named bluff anywhere in the Cinderlands as far as I know.”

Vic’s smile was crooked, “Well I CAN say I bought it at a curio shop in Magnimar… for a tidy sum.”

Scowling at the half-elf, Karmid realized the battle of words had begun, but his first wild attempt had been easily deflected.

Hefting the shield to get the weight of it, he liked what he saw so far.
“How much?” Tentative Thrust.

“Thirty.” Easy Parry.

“Gold? Ouch. This thing is pretty beat up you know. You realize I’m a poor hunter of Gozreh here, right? Ten?” Heavy swing.

“Its an antique: Those scratches make it worth more. Also if you were a GOOD hunter you could hunt down some more money! Twenty-Three.” Dodge, Riposte.

This was going to go on forever if he did not push things along, and he couldn’t be late for the Gozreh’s Vigil back at the Temple. He only had a few minutes left to burn, otherwise he would be in trouble.

Trying to look as earnest as he had ever been, he held the shield out toward the trader in one hand and his gold pouch in the other, “It is not worth more than twelve. Take or leave it, because it’s all I got Vic.” All-out BIG Swing.

Vicarum's face folded in on itself as if he's just sucked a dozen lemons and was still thirsty. Slapping himself in the forehead, he grabbed the pouch and said with false venom,"Be glad I like you." Connect! He's down!

"BUT! You owe me." He casually gets backs up with a smile.

"There's a Scarnetti in town that owes me legit money. Much more than that trinket. Think you can help me get it?" Feint. It's a trap!

Nodding in defeat at the trader's verbal win Karmid replied cautiously, "Sure. I think I can help you collect your money. Gambling debt?"

"Are there any others? You know I never offer credit. Do I look like a Bank of Abadar to you?"

"You know I won't hurt him for you."

Vicarum smiled knowingly and held out his hand.

"Pish-Posh Karmid, I'm not stupid. I just need some visible muscle. You are definitely THAT."

Karmid hooked his new shield on his belt, sighed, and shook the offered hand in agreement. Stabbed in the heart, I fall.

ABP AP:

15 pts
Armor, Resistance, and Shields:
+1 = 1 point (Armor)
+1 = 1 point (Resistance)
Deflection, Natural Armor, and Weapons:
+2 = 8 points (Deflection)
+1 = 2 points (Earthbreaker: Angela)
+1 = 2 points (Adamantine Klar)
Mental Ability Scores and Physical Ability Scores:
+1 = 1 point (Wis)