Ratfolk Caravan Guard

Kerwin One-Ear's page

17 posts. Alias of Llaelian.


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Ratfolk alchemist (grenadier) 3, VMC Wizard| HP 24/24 | AC18/T14/FF15 | F5/R6/W3 | Int+4 | Perc +11 (14 in Sharow/Darkness) | Speed 25
Skills:
Acrob. +3, Appraise +8, Climb +1, Cr(alchemy) +13 (+16), Diplo. +6, Heal +6, Kn(arcana) +9, Kn(nature) +9, Kn(religion) +5, Ling. +5, Lore (Harper's bay) +8, S.Motive +3, Spellcraft +10, Stealth +7, Surv. +6, Swim +1, UMD +7

Kerwin tries to remember where the herbs like Chloir mentoinned could be found.
Kn nature to identify the herbs mentioned: 1d20 + 9 ⇒ (14) + 9 = 23
Harper's bay lore to know where those herbs could be: 1d20 + 8 ⇒ (10) + 8 = 18


Ratfolk alchemist (grenadier) 3, VMC Wizard| HP 24/24 | AC18/T14/FF15 | F5/R6/W3 | Int+4 | Perc +11 (14 in Sharow/Darkness) | Speed 25
Skills:
Acrob. +3, Appraise +8, Climb +1, Cr(alchemy) +13 (+16), Diplo. +6, Heal +6, Kn(arcana) +9, Kn(nature) +9, Kn(religion) +5, Ling. +5, Lore (Harper's bay) +8, S.Motive +3, Spellcraft +10, Stealth +7, Surv. +6, Swim +1, UMD +7

"I also have a healing wand for when we need it. I would suggest we heal the boy as much as we can them move them down in the sewers and back to the inn right now. There's no point in staying here in the open and separating ourselves, especially if the undead come back."

He plays with his wiskers before adding. "We decided to intervene here, so leaving them on their own would be cruel as well as not in line with our initial intentions or actions. We came to help them. Let's do it all the way."


Ratfolk alchemist (grenadier) 3, VMC Wizard| HP 24/24 | AC18/T14/FF15 | F5/R6/W3 | Int+4 | Perc +11 (14 in Sharow/Darkness) | Speed 25
Skills:
Acrob. +3, Appraise +8, Climb +1, Cr(alchemy) +13 (+16), Diplo. +6, Heal +6, Kn(arcana) +9, Kn(nature) +9, Kn(religion) +5, Ling. +5, Lore (Harper's bay) +8, S.Motive +3, Spellcraft +10, Stealth +7, Surv. +6, Swim +1, UMD +7

"Yes, I'm not sure I'll be welcome right now. I've been prejudiced against due to my origins when I was working as an alchemist.", he replied to Chloir's suggestion while keeping his eyes and ears open.

Kerwin keeps watching for more trouble Perception: 1d20 + 11 ⇒ (15) + 11 = 26


Ratfolk alchemist (grenadier) 3, VMC Wizard| HP 24/24 | AC18/T14/FF15 | F5/R6/W3 | Int+4 | Perc +11 (14 in Sharow/Darkness) | Speed 25
Skills:
Acrob. +3, Appraise +8, Climb +1, Cr(alchemy) +13 (+16), Diplo. +6, Heal +6, Kn(arcana) +9, Kn(nature) +9, Kn(religion) +5, Ling. +5, Lore (Harper's bay) +8, S.Motive +3, Spellcraft +10, Stealth +7, Surv. +6, Swim +1, UMD +7

When every one is ready, Kerwin steps 5 foot down in diagonal and throws an acid bomb at the zombie in front of the door.

Bomb attack: 1d20 + 7 + 1 - 2 ⇒ (12) + 7 + 1 - 2 = 18 vs touch AC, damage (acid): 2d6 + 4 + 1 ⇒ (4, 6) + 4 + 1 = 15 to the central zombie and 7 damage to the 4 other surrounding it.

If the central zombie is not down, it takes another 1d6 ⇒ 2 acid damage next round


Ratfolk alchemist (grenadier) 3, VMC Wizard| HP 24/24 | AC18/T14/FF15 | F5/R6/W3 | Int+4 | Perc +11 (14 in Sharow/Darkness) | Speed 25
Skills:
Acrob. +3, Appraise +8, Climb +1, Cr(alchemy) +13 (+16), Diplo. +6, Heal +6, Kn(arcana) +9, Kn(nature) +9, Kn(religion) +5, Ling. +5, Lore (Harper's bay) +8, S.Motive +3, Spellcraft +10, Stealth +7, Surv. +6, Swim +1, UMD +7

Initiative: 1d20 + 4 ⇒ (5) + 4 = 9

"I'm ready to go whenever you are"


Ratfolk alchemist (grenadier) 3, VMC Wizard| HP 24/24 | AC18/T14/FF15 | F5/R6/W3 | Int+4 | Perc +11 (14 in Sharow/Darkness) | Speed 25
Skills:
Acrob. +3, Appraise +8, Climb +1, Cr(alchemy) +13 (+16), Diplo. +6, Heal +6, Kn(arcana) +9, Kn(nature) +9, Kn(religion) +5, Ling. +5, Lore (Harper's bay) +8, S.Motive +3, Spellcraft +10, Stealth +7, Surv. +6, Swim +1, UMD +7

Climbing up the ladder after the priestess, Kerwin takes the time to knot his rope at the top of the ladder. "With that, you should be able to abseil down quickly if we are in a hurry going back."

Then he joins the others and listens to the description. Taking out a vial, he adds: "If you let me have a shot while they are grouped, I can damage a lot of them at the same time. And I know how to direct my explosions to avoid injuring any of you.", he whispers.


Ratfolk alchemist (grenadier) 3, VMC Wizard| HP 24/24 | AC18/T14/FF15 | F5/R6/W3 | Int+4 | Perc +11 (14 in Sharow/Darkness) | Speed 25
Skills:
Acrob. +3, Appraise +8, Climb +1, Cr(alchemy) +13 (+16), Diplo. +6, Heal +6, Kn(arcana) +9, Kn(nature) +9, Kn(religion) +5, Ling. +5, Lore (Harper's bay) +8, S.Motive +3, Spellcraft +10, Stealth +7, Surv. +6, Swim +1, UMD +7

"We can't go and save every one. Come on, don't go charging up in the open like that. Now they will know where we are.", grumbles Kerwin, still crossing over to where the ladder is.

From his position, Kerwin will keep watch to the south and west. Perception: 1d20 + 14 ⇒ (3) + 14 = 17


Ratfolk alchemist (grenadier) 3, VMC Wizard| HP 24/24 | AC18/T14/FF15 | F5/R6/W3 | Int+4 | Perc +11 (14 in Sharow/Darkness) | Speed 25
Skills:
Acrob. +3, Appraise +8, Climb +1, Cr(alchemy) +13 (+16), Diplo. +6, Heal +6, Kn(arcana) +9, Kn(nature) +9, Kn(religion) +5, Ling. +5, Lore (Harper's bay) +8, S.Motive +3, Spellcraft +10, Stealth +7, Surv. +6, Swim +1, UMD +7

No pb, I hadn't seen the Ko. I have now. I'll remove the K so there is no confusion.


Ratfolk alchemist (grenadier) 3, VMC Wizard| HP 24/24 | AC18/T14/FF15 | F5/R6/W3 | Int+4 | Perc +11 (14 in Sharow/Darkness) | Speed 25
Skills:
Acrob. +3, Appraise +8, Climb +1, Cr(alchemy) +13 (+16), Diplo. +6, Heal +6, Kn(arcana) +9, Kn(nature) +9, Kn(religion) +5, Ling. +5, Lore (Harper's bay) +8, S.Motive +3, Spellcraft +10, Stealth +7, Surv. +6, Swim +1, UMD +7

Just realized we have two Ks on the map. So If you keep the K Korvar, I'll be Ke.


Ratfolk alchemist (grenadier) 3, VMC Wizard| HP 24/24 | AC18/T14/FF15 | F5/R6/W3 | Int+4 | Perc +11 (14 in Sharow/Darkness) | Speed 25
Skills:
Acrob. +3, Appraise +8, Climb +1, Cr(alchemy) +13 (+16), Diplo. +6, Heal +6, Kn(arcana) +9, Kn(nature) +9, Kn(religion) +5, Ling. +5, Lore (Harper's bay) +8, S.Motive +3, Spellcraft +10, Stealth +7, Surv. +6, Swim +1, UMD +7

"Not that I would object, but wouldn't it be better if we were to stand all on the same side of the canal?", asks Kerwin exiting the hole easily, his owl hovering just above him.

Stopping for a moment, her orient his remaining ear and peers into the darkness.

perception: 1d20 + 14 ⇒ (16) + 14 = 30


Ratfolk alchemist (grenadier) 3, VMC Wizard| HP 24/24 | AC18/T14/FF15 | F5/R6/W3 | Int+4 | Perc +11 (14 in Sharow/Darkness) | Speed 25
Skills:
Acrob. +3, Appraise +8, Climb +1, Cr(alchemy) +13 (+16), Diplo. +6, Heal +6, Kn(arcana) +9, Kn(nature) +9, Kn(religion) +5, Ling. +5, Lore (Harper's bay) +8, S.Motive +3, Spellcraft +10, Stealth +7, Surv. +6, Swim +1, UMD +7

Kerwin rubs his hands absentmindedly as he listens to the proposition.

"This is an interesting proposition. The sewers are a good option, provided we can navigate through them without raising undue alarm. The second question is as you mentioned, can we bring back enough. And the third is can you map at least the surface route to get there. As the sewers usually follow the streets, we should manage with that."

The rubbing gets quicker as he considers his own questions.

"For the first, if I trust what I see. At least half of us, including me, do not need light. That should help us detect ambushes. For the second, I do have one or two things to help. First I have this bag that can contain around 50 pounds while weighting only 3. Then if needed, I can greatly increase my strength for about half an hour and carry more. I'm just going to have to leave most my lab here. I hope you can keep people from playing with it for their own safety.", he finishes pointing to the glass and metal workings he was using a few minutes ago.

"I do think the sewers are a good idea. And the entrance question remains."


Ratfolk alchemist (grenadier) 3, VMC Wizard| HP 24/24 | AC18/T14/FF15 | F5/R6/W3 | Int+4 | Perc +11 (14 in Sharow/Darkness) | Speed 25
Skills:
Acrob. +3, Appraise +8, Climb +1, Cr(alchemy) +13 (+16), Diplo. +6, Heal +6, Kn(arcana) +9, Kn(nature) +9, Kn(religion) +5, Ling. +5, Lore (Harper's bay) +8, S.Motive +3, Spellcraft +10, Stealth +7, Surv. +6, Swim +1, UMD +7

That's easy. In your profile, put all the information you want to appear into the race or class/level. You can even put a spoiler tag like I did, so as not to crowd it too much.

If it's not completely clear, click on my profile to see how I did it.


Ratfolk alchemist (grenadier) 3, VMC Wizard| HP 24/24 | AC18/T14/FF15 | F5/R6/W3 | Int+4 | Perc +11 (14 in Sharow/Darkness) | Speed 25
Skills:
Acrob. +3, Appraise +8, Climb +1, Cr(alchemy) +13 (+16), Diplo. +6, Heal +6, Kn(arcana) +9, Kn(nature) +9, Kn(religion) +5, Ling. +5, Lore (Harper's bay) +8, S.Motive +3, Spellcraft +10, Stealth +7, Surv. +6, Swim +1, UMD +7

The small Ratfolk standing on a bench in a corner, lifts his remaining ear at the call. He has stopped caring about hiding his wound since the last night, busy as he was hurling acid vials at the undead trying to enter. Since the morning, he has commandeered a whole table and taken out of his bag an impressive array of lab apparatus and is busy refilling vials.

"There, I'm done.", he says putting a stopper on his last vial. Jumping down the bench, he whistles to the small owl perched just above him and makes his way to the bar. "I've done what I could with what I have right here, but there won't be as much fire vials as yesterday. I'm almost out of supplies. If we can look out for that as well, I'm all for it.", he adds climbing up a stool as tall as himself. "So pray tell us. what is your plan?"


Ratfolk alchemist (grenadier) 3, VMC Wizard| HP 24/24 | AC18/T14/FF15 | F5/R6/W3 | Int+4 | Perc +11 (14 in Sharow/Darkness) | Speed 25
Skills:
Acrob. +3, Appraise +8, Climb +1, Cr(alchemy) +13 (+16), Diplo. +6, Heal +6, Kn(arcana) +9, Kn(nature) +9, Kn(religion) +5, Ling. +5, Lore (Harper's bay) +8, S.Motive +3, Spellcraft +10, Stealth +7, Surv. +6, Swim +1, UMD +7

Dot


Background updated just before the deadline :)


JonGarrett wrote:

I know the feeling. I'm fine with Artificer, though.

And honestly, I don't think any option is terribly safe from an undead horde. That's kinda the point of them, really.

Apart from being able to outrun your companions? If so I'll be in a bad spot pretty quickly.


Hi again there,
Here is Llaelian's character. I changed my mind and went for a ratfolk alchemist. I hope you'll like him. There are still a few things to finnish:
Background is half-written and description is missing.
Variant multiclassing is not fully in the profile as well.
I should have everything finished tonight.