Elf

Kresham Gull's page

32 posts. Alias of flykiller (RPG Superstar Season 9 Top 32).


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Kresham tries to comfort the poor man. "Try not to dwell on your loss too much. There is still future ahead. Your village will be avenged. After all, the taller they are, the harder they fall."

To Wren, he replies:
"If there is really a horde of giants, they would quickly outnumber us out in the open. We need a chokepoint to hold them off, and walls of Sandpoint provide good protection. But maybe we could try sneaking up on their camp while they rest and try to quickly take a few out before they notice? I am not sure how viable this would be with the dragon guarding them. Do the dragons even sleep at all, I wonder?"
Knowledge Arcana: 1d20 + 13 ⇒ (2) + 13 = 15


"We've met an elven scout before - her name was Shalelu, I believe? If she's nearby, she may agree to help us protect Sandpoint and its people.


I'd rather be a living underachiever than a dead overcommitter :)


"Kresham Gull, Dragon survivor" would be a good start for me :)


Kresham gives Skarn a nudge - don't start like that, you're just making it seem worse!
"Well it's not all bad, actually - I mean, the Kreeg ogres are totally not sending along their warband to Sandpoint after we've decimated their clanhold and slain the stone giant necromancer who had them enslaved into serving his warlord!"


I've changed my spell list a bit, trading some of the lower-level evocation spells for utility. I have invisibility, mirror image, stoneskin and protection from energy for myself. I can deliver magic circle and waves of fatigue through my arrows. I have also added Enlarge Person, would that be useful for you guys?


Noticing that Wren went straight for the mayor, Kresham catches up to her and grabs her on the shoulder.
"Wait, Wren, we have to be prudent about this", he says in an urgent whisper. "We don't want this throng of people to burst into panic - or it can cause as much damage as any raid. I think I have an idea. We more or less know the direction the giants will come from, right? Why don't we suggest to arrange the celebration in the opposite part of the town? And then we can privately talk to the mayor and the constable about setting up defenses."


So, I go to sleep and wake up to 23 new posts in Discussion thread and 14 in gameplay... Guys, I'll be frank - I can't really keep up with this pace, I won't usually have time for more than 2 posts per day. Just putting it up before it causes any grief.


Kresham can't help but feel cheered up with all the joy, even despite the knowledge of impending doom burdening his shoulders. However when the statue is unveiled, he is just speechless. He turns around to his fellows. "Would you just look at that - now that is going to make a good target!", he says discordantly.


Sorry guys I was inactive - all the family got hit by a stomach flu over the weekend, so I didn't have much time to ponder over the character!

One issue I can't figure out is how to use metamagic rods while holding a longbow - otherwise rods of extend and empower would be high on my gear list!

I tried to tinker with other specializations and classes a bit, but they don't seem to mesh with Imbue Spell that well. Except for the sorcerer, but somehow with this character I don't want to go Cha-based and be the face. So I really appreciate the new Enchantress Wren!

Skarn - my RPGSS entry was the Quill of Leng. I utterly botched the maps round though.


Loss of abjuration is pretty harsh! One breath or even a solid bite from that dragon (w/PA and Imp Vital Strike) and I'm toast...
I am going to run the numbers a bit to see what would make me more effective - the caster focus or the archery focus. Should finalize the decision over the weekend. I didn't actually realize that we have two evoker wizards!


The shaman build looks a little MAD to me, plus I would say that the spirit animal could be a weak spot for a frontliner. You could possibly look at the 'speaker for the past' archetype?


I am having second thoughts about the dungeon rover archetype - maybe I should discard it if we will spend more time in open terrain against animals than in dungeons against vermin? It seemed like a cool idea initially but then I thought at this level we probably won't see much vermin (unless Leng spiders count :) )


Hey there, it's great to be a part of this group!
Now it's time to confess that I have never actually played a high-level caster, so I have very vague idea of what my tactics should be :)
Looking at the advice for the arcane archers on this board, it seems that one is played basically like a blaster wizard, focusing on delivering AoE spells from weird angles and starting points via his arrows. However, because I lose out on a few caster levels, my DCs are going to be mediocre.
That said, I have trapfinding, decent knowledge skills all around, and can potentially use spells to help with scouting (like invisibility), so I should get you covered on that front!
As for the teamwork feats, I could see something like Friendly Fire Maneuvers getting some use!


Damn. Should have stayed up longer yesterday.

flykiller's arcane archer:

Kresham Gull
Male human (Varisian) arcane archer 2/ranger (guide, dungeon rover, trapper) 1/wizard 8 (Pathfinder Player Companion: Dungeoneer's Handbook, Pathfinder RPG Advanced Player's Guide 125, Pathfinder RPG Ultimate Magic 65)
CG Medium humanoid (human)
Init +6; Senses Perception +14
Aura elemental manipulation (30 ft.)
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Defense
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AC 22, touch 16, flat-footed 18 (+6 armor, +2 deflection, +4 Dex)
hp 62 (11 HD; 8d6+3d10+8)
Fort +7, Ref +11, Will +9
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Offense
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Speed 30 ft.
Ranged +1 seeking composite longbow +16/+11 (1d8+5/×3)
Special Attacks enhance arrows (magic), imbue arrow, intense spells (+4 damage), ranger's focus
Spell-Like Abilities (CL 11th; concentration +11)
. . 3/day—dancing lights
Wizard Spells Prepared (CL 9th; concentration +15)
. . 5th—cone of cold (DC 22), fire snake[APG] (DC 22), waves of fatigue
. . 4th—detonate[APG] (DC 22), dragon's breath[APG] (DC 22), obsidian flow[UC] (DC 20), stoneskin
. . 3rd—flame arrow, fly, lightning bolt (DC 20), magic circle against evil, silver darts[ACG] (DC 19)
. . 2nd—arrow eruption[APG], cat's grace, fire breath[APG] (DC 20), flurry of snowballs (DC 19), fox's cunning, mirror image, sonic scream[ACG] (DC 19)
. . 1st—burning hands (DC 18), burning hands (2, DC 18), gravity bow[APG] (3), grease
. . 0 (at will)—light, mage hand, mending, prestidigitation
. . Opposition Schools Divination, Enchantment
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Statistics
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Str 14, Dex 18, Con 10, Int 22, Wis 10, Cha 10
Base Atk +7; CMB +9; CMD 25
Feats Alchemical Affinity, Arcane Armor Training, Big Game Hunter, Point-Blank Shot, Precise Shot, Scribe Scroll, Spell Focus (evocation), Varisian Tattoo[ISWG], Weapon Focus (longbow)
Traits giant slayer, reactionary
Skills Appraise +10, Climb +6, Disable Device +17, Fly +18, Handle Animal +4, Knowledge (arcana) +20, Knowledge (dungeoneering) +13, Knowledge (engineering) +13, Knowledge (geography) +13, Knowledge (history) +13, Knowledge (local) +13, Knowledge (nature) +13, Knowledge (nobility) +13, Knowledge (planes) +20, Knowledge (religion) +13, Linguistics +10, Perception +14 (+16 in underground environment to notice traps, potential cave-ins and dangerous flora), Spellcraft +20, Stealth +10, Survival +4, Swim +6
Languages Celestial, Common, Draconic, Dwarven, Elven, Giant, Sylvan, Thassilonian, Varisian
SQ arcane bond (ring of the swift beast [1/day]), stone scouting, trapfinding +1, vermin affinity, versatile evocation
Combat Gear ring of the swift beast; Other Gear +2 mithral chain shirt, +1 seeking composite longbow (+2 Str), arrows (20), bracers of archery, greater, cloak of resistance +2, headband of vast intelligence +4, ring of protection +2, robe of components[UE], masterwork backpack[APG], 7,150 gp
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Tracked Resources
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Arcane Bond (Ring of the swift beast (1/day)) (1/day) (Sp) - 0/1
Arrows - 0/20
Dancing Lights (3/day) - 0/3
Elemental Manipulation (8 rounds/day) (Su) - 0/8
Ranger's Focus +2 (1/day) (Ex) - 0/1
Ring of the swift beast (1/day) - 0/1
Robe of components (50 gp/day) - 0/50
Versatile Evocation (9/day) (Su) - 0/9
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Special Abilities
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Admixture Associated School: Evocation
Alchemical Affinity +1 DC and CL to spells that are on both the alchemist and wizard spell lists.
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Bond (Ring of the swift beast (1/day)) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Big Game Hunter +1 to hit, +2 to damage Large or larger creatures.
Divination You must spend 2 slots to cast spells from the Divination school.
Elemental Manipulation (8 rounds/day) (Su) 30' Aura changes a chosen energy type into another chosen energy type.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Enhance Arrows (magic) (Su) Every nonmagical arrow you fire has a +1 enhancement bonus.
Imbue Arrow (At will) (Su) You can cast an area effect spell on an arrow before firing it.
Intense Spells (+4 damage) (Su) Evocation spells deal listed extra damage.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Stone Scouting (Ex) +2 bonus to notice underground environmental hazards, automatic check if in 10 ft.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Vermin Affinity +1 (Ex) Improve the attitude of vermin and oozes, as if using Diplomacy.
Versatile Evocation (9/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

Well if that's too many arcane somethings, I used to have an Aldori Swordlord build at lvl 11, but since I can't find it anymore it will take me a couple more days to reproduce it.


While I realize this character does not fit your current vacant spot, I'd still like to present him for your consideration.
I conceived him for another SD game which started by-the-book (the same one in which Restless Cherry Blossom played), so I had to force him on a self-imposed exile from Shin'Rakorath. But I like your alternate take on the story much better, so for this game he will have returned to the organisation after a string of failures out in the open.
If he looks potentially interesting to you, perhaps for a future replacement, I'll level him up as needed. I intend to keep him in a scout/trapper/skirmisher role.


Oh well. Sometimes it can be better to shut the thing down quickly than to let it drag on and die later anyway. Thanks for the time you took to run this.


Perception: 1d20 + 7 ⇒ (15) + 7 = 22

Kresham does not intend to participate in the games, but he will regard them with interest, especially those tables where people (and cats ^-^) ,who fate seemed to throw at him, play.


Kresham shrugs when the exotic-looking human says he's with her, but doesn't object or say anything. When he hears her speak Elven though, he gives her a second look. To Kallan:"You know her?"
When Deneb says his part though, Kresham visibly relaxes and speaks up:
"Now I see I didn't come here in vain. I couldn't agree more, friend. I will need to speak to the proprietor about what can be done to send the pitiful fiend back where it belongs."


I'm under impression we're in the line together, but the two groups are separate at the moment and don't know each other...


Kresham stands slightly embarrased. "Well I suppose I would react about the same way upon discovering people sneaking about my back door."
Appraise: 1d20 + 1 ⇒ (14) + 1 = 15

Kresham muses aloud: "Yet another evidence that appearances are deceiving in human lands." He sighs, looking at the long queue of supplicants.


Kresham doesn't have any Knowledge skills, unfortunately. Not to mention he's an outsider in Riddleport.


I was speaking strictly about PbP as I've never played real tabletop *blushes*. But I was basing my opinion on the notion that APs are beatable by a balanced party of 4; hence a slightly odd party of 5 should be able to make it too. If we add another melee type GM will probably have to boost every encounter by +1 CR to keep us challenged.


It's a pity to see Tal go; I enjoy playing with AdamWarnock in another game. But from mechanical point of view, the current group of 5 seems capable. That said, I'm always open to extra players, as I find it adds to the overall fun.


Kresham presses his lips.
"I've heard about this establishment and planned to pay it a visit, although I don't partake in gambling myself. But I have to confess I'm not exactly rich, otherwise I wouldn't set my foot here while I still have my wits about me. We'll have to settle on 5 copper. Is it a deal?"


I'm fine with any rolls done by the DM, as long as I get to make the choice resulting from or leading up to said roll.


Kresham can't help the look of contempt on his face.
"Can't object to that, I suppose, as long as the people who help you out are aware of their own generosity."
As he hands a silver piece to the beggar, he assesses him:
Perception take 10 = 17. Though emaciated from hunger, the man appears quite healthy.
"Say, I'm new to human lands and Riddleport in particular, but surely there must be some work for an able person such as yourself? I came here looking to sell my skills, but looking at the likes of you littering the streets I'm starting to think there's a problem with employment in this town."


Sorry for the delay
Kresham strolled about the streets of Riddleport, cursing himself. He knew he was going to feel alien in the accursed city, and promised himself he would not go about slack-jawed like a moron, but in the end found himself unable to keep from gawking. The awful, tear-inducing smells of the fish market (no fish can possibly smell like that!), the filthy leperous beggars in front of gaudy palaces, city guards walking several feet from a mugging victim without paying any attention - all of that schocked Kresham, despite all his attempts to mentally prepare for it.

Inevitably, he found himself lost, with Talant'edhel nowhere to be seen. She was supposed to lead him to the "Golden goblin", where he would be able to find lodging, and, with some luck, an employer. He spent some time to find a more reputable-looking citizen and asked for directions, then strolled forward again, swearing to himself that he wouldn't let himself get involved into the humans' depraved affairs.

After a while he noticed a familiar brass-colored helmet ahead, and his heart jumped with joy, to his own surprise. "Well, that's natural - I avoided staying alone in a hostile city, that's all", he thought half-heartedly. But immediately his blood started pumping as he saw Talant'edhel in the company of two men. He brought himself closer to the company, but immediately noticed that he wasn't the only one trailing them - some ragged-looking vagabond was keeping an oddly constant distance from the trio. Flexing his arms, Kresham adopted a silent hunting gait and caught up with the stranger.
Stealth: 1d20 + 5 ⇒ (5) + 5 = 10
"Looking for someone?" he spoke softly over the stranger's shoulder with a thick elven accent. His sword remained strapped to his back, but he was ready to draw it at the first sign of danger.


Kresham has never met Restless Cherry Blossom either.
Tally, yes, that's the gist of it. My idea was that Tally has been in combat together with Kresham as a mercenary, and that gave her some respect towards him, which is why she tolerated him sticking around when normally she would insist on travelling alone.
Eris, I would prefer a more 'charismatic' bard :) It also seems to play well with your exotic appearance.


For Tally I wanted to say that I did not mean to force a friendly attitude on her. Kresham stuck with her for reasons of his own, not necessarily by her invitation, and it is likely they didn't talk much during their journey.
Kresham has heard things about Riddleport, mostly bad things, so he is going to be wary and careful, but at the same time naive. So he might be misjudging people and situations often. But his motto is "When in Riddleport, do as Riddleportians do", so he's not going to be very upfront about it.


Checking in.


Thanks for picking me! Profile made and looking forward to the start of the game!