Agath

Kurth, Bringer of Civilization's page

220 posts. Organized Play character for The Friendly Lich.


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Scarab Sages

Maybe I'm just a bit too paranoid.
Thanks again.

Scarab Sages

Thank you all for your replies!

So lets assume I do encounter the world's most technically correct GM who insists to check the additional resources for my language and ethnicity. What would be the technically correct consequence if I don't have those with me?
a) I can't make use of that ethnicity and language
or
b) I can't play that character at all?

Scarab Sages

Is taking human ethnicities and languages always legal?
Or do I need to bring "additional resources" (i.e. the Inner Sea World Guide) to make such a character legal?

Example: My character is a Human Barbarian from the North.
He has 3XP now, so I am allowed to rebuild him before playing him at level 2.

I would like to make him a Kellid who speaks Hallit, because it fits thematically. But if that means I would always have to bring the ISWG to any table where I want to play him, I would probably let him stay a Human who only speaks Common.

Scarab Sages

M Human (Kellid) Barbarian 4

The total gold on my chronicles sheet from session 2 was 736.
Fame was 4, Prestige was 2.

Scarab Sages

M Human (Kellid) Barbarian 4

Kurth attacks the gillman.
1d20 + 1 + 7 ⇒ (16) + 1 + 7 = 24
2d6 + 10 ⇒ (4, 4) + 10 = 18

Scarab Sages

M Human (Kellid) Barbarian 4

"Someone stop that woman!"

Kurth enters rage, charges at the gillman with the artifact and attacks.
Attack: 1d20 + 1 + 7 + 2 ⇒ (4) + 1 + 7 + 2 = 14
Damage: 2d6 + 10 ⇒ (4, 4) + 10 = 18

12/17 HP; 11/12 rounds of Rage left.

(I hope charging is possible in this situation. Depends which gillman has the artifact, whether going diagonally from W11 to V10 counts as difficult terrain, and on how strict your definition of "straight line" is. If charging is not an option, Kurth will just run as fast as he can to intercept them.)

Scarab Sages

M Human (Kellid) Barbarian 4

Kurth gets back on his feet.
He is about to attack the bartender when he realizes that he is the only one who is neither bilded nor caught in a web.

So instead he curses, turns around, draws his sword, and runs towards the door to intercept the gillman with the artifact.

Scarab Sages

M Human (Kellid) Barbarian 4

Kurth enters rage, then tries to break free from the webs, and if successful he then crawls towards the bar.
CMB: 1d20 + 8 ⇒ (18) + 8 = 26

Scarab Sages

M Human (Kellid) Barbarian 4

Are you saying that to Rees or to Kurth?

Scarab Sages

M Human (Kellid) Barbarian 4

"If the item in question is pottery, then maybe. Otherwise, no."

Scarab Sages

M Human (Kellid) Barbarian 4

Before leaving, Kurth asks: "By the way, who chose the tavern as a meeting place? The gillmen or us? I did expect we would finish our business with them directly at the embassy."

En route to the meeting place, he keeps watching out for consortium agents (or anybody else following the group).

Perception: 1d20 + 4 ⇒ (2) + 4 = 6

Scarab Sages

M Human (Kellid) Barbarian 4

At the inn, Kurth remembers to also give Griffo 5gp.

He doesn't like the idea of spending the night there. So when he thinks they are alone, he whispers:
"Why wait until tomorrow? We should contact the embassy tonight. We might be safer there than in an inn. Also, the longer we wait, the more likely the consortium will find out that we are here."

Perception (to detect eavesdroppers): 1d20 + 4 ⇒ (1) + 4 = 5

Scarab Sages

M Human (Kellid) Barbarian 4

Its probably not PFS legal by RAW, but maybe you can pay back the money at the end of the session?

Scarab Sages

M Human (Kellid) Barbarian 4

"Okay, I'll wait here."

Kurth waits at the ship, just to make sure Tanner doesn't talk to Aspis consortium agents or splits with the money. While waiting, he attempts some smalltalk with the captain:

"So ... why exactly were you yelling at the sea? And does the sea usually respond to your yelling?"

He tries to keep an eye on the pier while talking.
Perception: 1d20 + 4 ⇒ (4) + 4 = 8
But he is so enthralled by the stories the old man has to tell that he soon forgets to pay any attention to his surroundings at all.

Scarab Sages

M Human (Kellid) Barbarian 4

"Rees, do you have 25 gold?"

Scarab Sages

M Human (Kellid) Barbarian 4

Diplomacy (aiding Kargen): 1d20 - 2 ⇒ (20) - 2 = 18
"That doesn't mean we think you are crazy."

Scarab Sages

M Human (Kellid) Barbarian 4

Later, when alone with the others, Kurth tells them what he found out and makes the following recommendation:

"We shouldn't get an ex pathfinder involved when we try to travel incognito. He might recognize us and give us away. Or someone recognizes him as a pathfinder. Or he had to leave the society because he betrayed it before. Otti would probably betray us as well, if he thinks he can earn money with it. I say we take Crazy Old Tanner! He seems least likely to be on the consortium's side. Plus, even if he finds out we are pathfinders, no one is likely to believe a lunatic like him."

Scarab Sages

M Human (Kellid) Barbarian 4

Not even a letter? Poor poor kobold indeed :(

Scarab Sages

M Human (Kellid) Barbarian 4

Diplomacy: 1d20 - 2 ⇒ (19) - 2 = 17
Kurth goes to the harbor and asks a sailor: "Excuse me, sir. We are a group of poor mercenaries and we need to find a cheap way to get to Escadar. Do you know of any ship that would be willing to take us there tomorrow?"

Scarab Sages

M Human (Kellid) Barbarian 4

Unfortunately, that's a recurring theme in official pathfinder adventures: a lot of NPCs (kobold or not) attack you on sight and fight till death. And you only find out about their elaborate backstory through a letter that is lying around somewhere.

Scarab Sages

M Human (Kellid) Barbarian 4

Too bad I can't change my avatar name to "Kurth the Kobold Friend" anymore.

I just can't help but feel sorry for these poor pathetic creatures

Scarab Sages

M Human (Kellid) Barbarian 4

"Thank you, Griffo. Yes it is an impressive weapon."

Kurth holds up his sword and looks at it approvingly. Then he wipes the blood off the blade and sheathes it.

"But it should not be used to slaughter carelessly. I feel bad about this mess. Next time we encounter a Kobold's home, lets just walk around it. If anyone wants to loot the house, do so now, while I bury the bodies. And then let us continue. We have a job to do."

Scarab Sages

M Human (Kellid) Barbarian 4

Kurth lets go of the dead kobold, draws his sword, and attacks the crocodile.
Attack: 1d20 + 6 ⇒ (17) + 6 = 23 (more if flanking with Garen)
Damage: 2d6 + 7 ⇒ (5, 6) + 7 = 18

Scarab Sages

M Human (Kellid) Barbarian 4

If it is still alive after Kargen's shot, Kurth tries to pin it.
CMB: 1d20 + 6 + 5 ⇒ (5) + 6 + 5 = 16

Scarab Sages

M Human (Kellid) Barbarian 4

Kurth tries to grapple the Kobold.
CMB: 1d20 + 6 ⇒ (11) + 6 = 17

Scarab Sages

M Human (Kellid) Barbarian 4

I would suggest we approach openly along the path, try not to look like murderous cretins too much, and say some sort of greeting once we are within earshot.

Scarab Sages

M Human (Kellid) Barbarian 4

"Lets try to be friendly and polite. I don't want to kill innocent Kobolds ... again."

Scarab Sages

M Human (Kellid) Barbarian 4

Kurth is about to say something about walking around the tree house and leaving whoever lives there alone. But by that time Kargen, Garen and Griffo are already gone.

So he stays behind silently, with Wurt and the mule, waiting for the events to unfold.

Perception: 1d20 + 4 ⇒ (12) + 4 = 16

Scarab Sages

M Human (Kellid) Barbarian 4

Kurth follows Garen's example and drops a few coppers at the shrine.

Before climbing back down he looks at the path ahead from the raised position of the ledge.

Perception: 1d20 + 4 ⇒ (18) + 4 = 22

Scarab Sages

M Human (Kellid) Barbarian 4

"Its a shrine. We should leave it alone. Stealing from the gods brings bad luck."

Can we tell to whom the shrine is dedicated?
Knowledge Religion (untrained): 1d20 - 1 ⇒ (1) - 1 = 0

Scarab Sages

M Human (Kellid) Barbarian 4

Kurth looks at the spot pointed out by Kargen.

Perception: 1d20 + 4 ⇒ (9) + 4 = 13

Unless it look like something that is going to attack him immediately, he offers to climb up there and check it out up close.

He removes his armor, then uses his own rope, grappling hook and pitons in addition to the rope offered by Kargen to climb up.

Climb: 1d20 + 9 ⇒ (20) + 9 = 29

Scarab Sages

M Human (Kellid) Barbarian 4

Kurth also takes one of the corpses' cold weather outfits.

Fort DC 15: 1d20 + 4 + 13 ⇒ (16) + 4 + 13 = 33
Fort DC 16: 1d20 + 4 + 13 ⇒ (15) + 4 + 13 = 32
Fort DC 17: 1d20 + 4 + 13 ⇒ (4) + 4 + 13 = 21
Fort DC 18: 1d20 + 4 + 13 ⇒ (16) + 4 + 13 = 33

He feels nice and warm in it most of the time.

He also puts one of the furs on his mule to keep it warm.
Do I need to roll for a non-combat animal?

Scarab Sages

M Human (Kellid) Barbarian 4

Perception: 1d20 + 4 ⇒ (16) + 4 = 20

Scarab Sages

M Human (Kellid) Barbarian 4

To Griffo: "I'm okay. Just a bit shaky after waking up with that beast on top of me. But you saved me in time."

To Urdel: "In that case - thank you for coming to our aid. I have no use for the carcass. Take it if you want."

Scarab Sages

M Human (Kellid) Barbarian 4

Kurth is quite disoriented when he wakes up. By the time he realizes that he isn't dreaming anymore, the battle is already over and there is nothing else for him to do then to thank the others for rescuing him.

"Thank you for getting that thing away from me."

HP: 13/15

He is quite surprised when Urdel appears so quickly after the beast is gone.

"You arrived here quickly. Have you been watching us?"
Sense Motive: 1d20 ⇒ 9

Scarab Sages

M Human (Kellid) Barbarian 4

"We should move on. If the beast comes here to eat, then this is not a good place for us to sleep."

Scarab Sages

M Human (Kellid) Barbarian 4

"Very ... funny ... Kargen"

Kurth steps out of the water and collapses on the bank. There he rolls on his back and lets the sun dry his clothes.

Fatigued for two rounds - this would be a bad time for the cat to attack.

Scarab Sages

M Human (Kellid) Barbarian 4

Adrenaline shoots through Kurth's body as he slips and falls.
entering rage (1/12 rounds used)
Swim: 1d20 + 11 - 3 ⇒ (12) + 11 - 3 = 20

Scarab Sages

M Human (Kellid) Barbarian 4

Kurth ties the end of the rope around his waist. Then he tries to lead his mule across the river.
Acrobatics: 1d20 + 1 - 3 ⇒ (4) + 1 - 3 = 2
His mule will take 10 on the roll.

But apparently he pays too much attention to where the mule is going and thus forgets to mind his own steps.

Scarab Sages

M Human (Kellid) Barbarian 4

Kurth follows Garen around, his sword ready to attack.

Scarab Sages

M Human (Kellid) Barbarian 4

"Don't worry Griffo. As long as we are the hunters and not the hunted, everything is okay. Garen, can you follow the tracks that you found?"

Kurth readies to attack the feline monster if it jumps out of the shrubbery.

Scarab Sages

M Human (Kellid) Barbarian 4

"I don't know. But if it really exists, I prefer if we find it before it finds us."

Scarab Sages

M Human (Kellid) Barbarian 4

"Well - it was nice talking to you. But now we have to go and defeat that monster. Farewell. And thank you again for the food!"

Kurth draws his sword and leads his mule down the path very carefully, always looking out for signs of the monster.

Perception: 1d20 + 4 ⇒ (8) + 4 = 12

Scarab Sages

M Human (Kellid) Barbarian 4

Kurth remembers last minute to also buy some food for his mule (10 days' worth of feed for 5SP) and a pack saddle (5GP).

When they leave Absalom without Luthor, he suddenly realizes he is now the only member of the original party that is left. He casts a thoughtful look back at the city of Absalom, then leads his mule onwards, to new adventures. He talks very little on the trip, all the while pondering over his decision to join the pathfinders, and thinking about the sudden mysterious disappearance of pathfinder recruits that seems to happen much too often in Absalom. He hopes that it will happen less frequently now that they have left the city behind.

When Kargen and the centaur start talking to each other, he snaps back to attention, approaches the two and introduces himself to the centaur:

"Greetings. I am Kurth. We mean you no harm. We are only travelling through."
Diplomacy (aiding Kargen): 1d20 - 2 ⇒ (13) - 2 = 11

Scarab Sages

M Human (Kellid) Barbarian 4

Yes, Kurth has a wand - but he doesn't know how to use it.
Does anyone have ranks in UMD?

Scarab Sages

M Human (Kellid) Barbarian 4

Kurth tries to keep his mule hidden from Garen's hungry eyes.

Scarab Sages

M Human (Kellid) Barbarian 4
Griffo Noakes wrote:
I'd best buy a cold weather outfit too. I don't fancy making the DCs without one. :)

Cold weather? I thought Absalom was an island where it is always nice and warm. :(

Scarab Sages

M Human (Kellid) Barbarian 4

Kurth is too shocked by Grandmaster Torch's appearance to ask any questions.

After that encounter, he sees the wisdom in Griffo's words and also buys a few things before embarking on the journey:
10 additional trail rations (5GP)
A masterwork breastplate (350GP) which he trades his old studded leather for (+12,5GP)
A tent (10GP)
A mule (8GP)

Scarab Sages

M Human (Kellid) Barbarian 4

"And we represent the interests of Absalom?" Kurth inquires skeptically.

Politics is making me dizzy. I didn't know that the Patfinders are running the Absalomian government.

Scarab Sages

M Human (Kellid) Barbarian 4

"What makes you think the Aspis Consortium will not wait for us in Escadar itself? How do we contact the embassy without being noticed by them?"

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