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Learnur Longwind's page

20 posts. Organized Play character for Jaycen Keenword.


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Liberty's Edge

puzzled by the interactions between the strangers and his group, Learnur quietly stowes his wand in his Pathfinder Pouch while slowly moving to the base of the stairs. As he reaches the entryway, he draws forth his bow, notching an arrow and aiming it in the direction of the double doors.

Learnur moves to N,7. As he moves, he stowes his wand and draws his bow.

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Learnur waits quietly for a response from the strangers on the other side of the door.

Call me crazy, but if I were attacked in this room and had to retreat, I damn sure wouldn't flee further into the dungeon. And with a rod that operates Nethys knows what in your possesion? Something is definately rotten in Absalom!

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"By Cayden's mug, the first room of the dungeon and we've already stumbled into a puzzle. Better scan the area with a divination for magical auras, we don't wanna run into any traps!" Learnur exclaims looking around suspiciously.

Speaking words of magic and gesturing in an arcane manner Learnur approaches the altar. With his arm extended and the palm of his hand facing the center of the room, Learnur focuses his concentration on the trio of rods for several seconds, then turns in a circle scanning for magical resonance.

Learnur casts Detect Magic and surveys the area for any magical auras present.

"Careful Vilman, that device could be some sort of trap." As Learnur warns his trusted ally, he too examines the mechanism.

Perception: Search for traps - 1d20 + 13 ⇒ (5) + 13 = 18

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"Before we make our final approach, let me make some last minute preparations." Learnur immediately begins rifling through the various pockets and pouches of his explorers outfit as if he has misplaced something. "Now what in the nine hells did I do with those blasted contraptions?" Suddenly he draws forth two metal rod-sized lengths of black frame with coiled springs and several small belts and buckles affixed to them. Rolling up the sleeves of his shirt, he begins strapping the devices to his forearms. "I've always believed in the philosophy; it's better to have a wand and not need one, than need a wand and not have one." Tightening the final buckle of his spring-loaded wrist sheaths in to place, Learnur produces two wands from his Pathfinder Pouch, one a stout bolt of steel with rivets running along its length, the other a transparent baton of green glass. slightly straining against the pressure of the springs, Learnur slots the wands in to place with a distinctive click.

This is Learnur using his Deep Pockets ability to produce unspecified gear. The spring loaded wrist sheaths cost 5 gp each. I just stumbled upon these items and thought they would be cool to use. The wands placed in the sheaths are Shield of Faith and Shield.

"I suggest we bolster ourselves magically if at all possible, who knows what could be waiting for us just inside the halls entrance." Learnur retrieves yet two more wands, this time an iron shod black spike and a pearly white crooked stick with gold rings spaced evenly along its surface. He speaks a word of magic and waves the black spike in a circular pattern about his form.

Use Magic Device: Wand of Mage Armor - 1d20 + 16 ⇒ (20) + 16 = 36(success)

"That should do it for me. You guys ready?" Waiting for a reply from his fellow party members Learnur stowes his recently used wand of Mage Armor back in his Pathfinder Pouch.

Learnur is still holding his wand of Fly in his right hand in case of an emergency. This is also the forearm bearing the wrist sheathed wand of Shield of Faith.

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While Jack does his scouting Learnur does a rough sketch of the entrance to the tomb in his journal, noting in the margin any obvious landmarks or unique features of the area.

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"Hop on Jack ol' boy, it would be an honor and a pleasure to have you astride my steed." Learnur says while guiding his horse in the direction of the pint-sized marksman.

It's good to hear he accepts my handicap. Never the less our abilities do compliment one another and from a tactical standpoint having a rifleman watching your back is always a plus.

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"Bravo friends, indeed a spectacular melee... Top notch!" The sound of clapping is heard and suddenly the source is revealed as the magic of Learnurs vanish spell fades.

Still mounted and unscathed the young pathfinder sheaths his rapier as he surveys the battlefield. "Is everyone ok? Let us tend to our wounds quickly. You never know, more desert hazards could be waiting right around the next dune!"

Learnur draws a slender white wand made of ashwood from the small leather pathfinder pouch at his waist. "I can heal minor scrapes and bruises if anyone is injured."

"I must say, I'm not much of a skilled combatant when it comes to wielding weapons and such. In fact, my words are my weapons, and I hope they did not fall upon deaf ears this day. I am somewhat knowledgeable when it comes to identifying a creatures strengths and weaknesses, and if I can, I'll point them out to you in battle. Sometimes the mind is sharper than the blade and I fear my swordarm is better served wielding the pen."

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Naturalist (Ex): An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components. This ability replaces inspire courage.

Darn, forgot I can't use Naturalist while Invisible. In that case I'll retcon and just maintain Inspire Courage as a free action every round. Sorry guys, I can't believe I pointed that out and then totally forgot.

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Free Action: Maintain Bardic Perfomance (Naturalist), Inspire Courage also lasts for this round due to Lingering Performance

"You are correct Theo, these bugs are not too bright but they are fast. Great job slowing them down Qalaus, now lets finish them off!"

Move Action: Store Wand of Mage Armor in Patfinder Pouch

2nd Move Action: Draw rapier

Mounts Standard Action: Learnurs mount takes Full-Defense?

BTW - Naturalist only benefits allies within 30 ft. and I think this is the last round I'm invisible. 5 rounds of Bardic Performance used, 21 rounds remaining.

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Mounts Move Action: Learnurs mount moves to Z/7,8

Mounts Standard Action: Full-Defense?

Move Action: Learnur starts a new use of his Bardic Performance (Naturalist) ability. Inspire Courage will last for this round and the next due to the feat Lingering Performance.

"Do not worry Jack, scorpions cannot defeat a Basilisk they cannot see! But beware they can still detect your vibrations!"

Standard Action: Learnur casts Vanish on Jack, turning him invisible for 5 rounds.

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Jack wrote:
Escape Artist 1d20 + 7 ⇒ (16) + 7 = 23

Looks like you definitely escaped, that was an immediate action on initiative 12. That means you have you can now take actions on your turn at initiative count 27

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Immediate Action (Initiative 12): Learnur casts Liberating Command on Jack granting him an immediate escape artist check with a +10 on the roll. Since this happens before Jack's turn he may want to retcon. I did say I would do this in an earlier post.

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"My fellow agents, hear my words! Although you cannot see me, I am still here. Should you require my martial assistance just speak the words and I will join the fray. If you think you can handle the situation, then who am I to deny you such glories!"

Free Action: Maintain Bardic Performance (Inspire Courage)

Move Action: Draw Wand of Mage Armor

Standard Action: Use Wand of Mage Armor - Use Magic Device = 1d20 + 16 ⇒ (6) + 16 = 22 (Success, +4 to AC)

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Since Learnur is invisible, and the naturalist ability requires visual components, he will not spend a free action to maintain that bardic performance. However, thanks to his lingering performance feat the benefits of naturalist will continue for this round and the next.

Move Action: Bardic Performance (Inspire Courage +2)

"That's it men fight hard, the tide of battle swings in our favor! Let us deal with these desert insects quickly, we've got fellow Pathfinders to rescue!"

Standard Action: Learnur will cast vanish on his horse

Mounts Move Action: Learnurs horse withdraws to Y,Z/11

Total Bardic Performance Benefits: +4 to attack, +2 to damage, +2 to saves (+4 vs. fear), +2 to AC

Should someone get grappled, Learnur waits for the enemy attack sequence to end then casts Liberating Command as an immediate action, granting the target an Escape Artist check as an immediate action with a +10 bonus

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Naturalist = +2 to attack, +2 to saves, +2 to AC (Status Correction)

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Learnur will remain mounted.

Move Action: Bardic Performance (Naturalist +2) - Knowledge (Nature) to identify scorpions - Take 10 (Lore Master) = 21

Naturalist:
Naturalist (Ex): An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components.

"Do not fear my friends, these are simply desert scorpions of the monstrous variety. Steel yourself in the face of danger and take care to avoid their stingers. I have no doubt we will all emerge alive and victorious from this chance encounter!"

Standard Action: Learnur will cast vanish and go invisible for 5 rounds.

Mounts Move Action: My horse moves away from the scorpions. Feel free to move my horse anywhere you want on the map it simply stays away from the scorpions.

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As the horseback travel from Sothis to the parched dunes is fairly uneventful for the first few days, Learnur takes this time to make small talk with his fellow agents. Always curious, he asks questions about their families and friends, their goals and motivations, and of course who their favorite Pathfinder is, "Mine is The Master of Scrolls, Kreighton Shane". With conversations blooming and everyone getting to know one another, its obvious that Learnur is indeed the type of person who wants everyone to get along and he often attempts to quell minor differences amongst the party with astute diplomacy.

On the third day of travel Learnur spends several hours dilligently scribing passages from his previously published works contained in the Pathfinder Chronicles. During this time Learnur becomes distant and distracted as he focuses his attention on recalling the authored passages from memory alone.

OOC:
This is Learner using his Epic Tales ability. He will scribe 4 Epic Tales, each one requiring an hour to scribe. For each Epic Tale he expends 6 rounds of his Bardic Performance ability. These particular Epic Tales Inspire Competence. When an Epic Tale is read (full-round action) it grants a +3 competence bonus on Survival checks for the next 5 rounds. Each Epic Tale is created using a supernatural ability. Each Epic Tale will expire after 4 days.

On the fourth day, in the morning before the party mounts up for travel, Learnur produces four scrolls of yellowed parchment and presents one to each of the party members. "These are passages from my previous works. They could come in handy in the next few days, after that the ink fades and they will become illegible. If you read the passage, it will give you a brief insight on all things survival related."

Survival: 1d20 + 10 ⇒ (14) + 10 = 24

Survival: 1d20 + 10 ⇒ (14) + 10 = 24

Survival: 1d20 + 10 ⇒ (14) + 10 = 24 (Wow, that's a Goocher)

P.S. Sorry for the meta-gaming. Didn't know we would speed through the first days of travel. If it bothers you, we can change the skill check modified to anything survival related like acrobatics, climb, or swim.

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"Your suspicions are likely correct, although I must say in the several years I've worked for the Society I have never had the pleasure to work with Captin Balentiir. It does seem he has provided for our group handsomely, doesn't it?" Learnur stands and gently returns his dusty chronicle to his haversack.

"Well gents, I'm ready when you are. Day or night, it matters not, the road beckons and I must answer its call."

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"I could of sworn I read something about the Hall of Seven Scepters in my Pathfinder Chronicle, let me see if I can find it!" With a look of excitement Learnur draws forth a dusty tome from his haversack. Immediately he begins pouring over pages of script searching for the correct passage that contained the necessary historical knowledge.

Knowledge (history): 1d20 + 13 ⇒ (8) + 13 = 21

Liberty's Edge

Still a work in progress but only needs some finishing touches and a background/description.