Joran Vhane

Matias Longren's page

64 posts. Alias of Jagael.


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Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Matias turns his attention to the beast by the door, trying to clear the way for the others to enter safely.

Attack: 1d20 + 2 ⇒ (9) + 2 = 11 for Damage: 1d8 + 3 ⇒ (1) + 3 = 4


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

"These old bones are slow, ya young pup!" Matias growls at Seamus as he jabs his spear out again.

Attack: 1d20 + 2 ⇒ (11) + 2 = 13 for 1d8 + 3 ⇒ (1) + 3 = 4


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Matias moves into the room and lashes out with his longspear.

Attack: 1d20 + 2 ⇒ (1) + 2 = 3 for Damage: 1d8 + 3 ⇒ (2) + 3 = 5


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Matias reaches out and touches Garren's bow infusing it with a magical glow before he jogs up to the side of the door.

Casts Magic Weapon


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Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

No Whammy, no Whammy, no Whammy, STOP!
Initiative: 1d20 + 4 ⇒ (17) + 4 = 21


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Matias starts for the stairs, but holds near the back of the group waiting for Shane to catch up. Never leave a man alone.

When Shane finishes examining the door, Matias trudges up the stairs and looks for any disturbance of the dust on the next floor.

Perception: 1d20 + 4 ⇒ (18) + 4 = 22


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Wondering at the Sergeant's lack of interest in the altars, Matias scoops up the scrolls and symbols. Maybe more could be gleaned from them later.

"Ho, Seamus. Ya know much about these rituals an' such dealin' with the undead? I've heard tell about things like this, but ne'er been interested meself. All I e'er learned was ta hurt 'em."


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Matias walks to the white alter, glancing at the scroll and kneeling to examine the holy symbol. "This is...worryin', fellows. I've been followin' Nethys fer many years. Thar's a lot o' aspects to 'im--mostly things ya don' 'ave ta worry 'bout, but then thar's a side my order shied away from. Fer good reason. The All-Seeing Eye looks to all sides. The guard an' the bandit, the divine an' the devil. Peace...and Destruction."

He points to the colored altars and the scrolls they carry. "Them skeletons dinnit make this room. I think somethun else is waiting fer us, watchin' us."


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

No CLW here. I think I've got 1 or 2 channels left. Need to double check that I marked down the right number.


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

"Makes ye wonder if'n the pay's worth it, eh?" Matias says shouldering past Shane. "But then, would ye rather be stuck inna library readin' yer scrolls all day long? Fightin's as good a job as it gets."


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Traveling the next couple days so posting may be sporadic.


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Matias hurries forward and sends out a pulse of energy to his surrounding compatriots.

Channel Positive (to heal): 1d6 ⇒ 3


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

PDXCook:
Sorry for missing yesterday. Thought I checked and we were still on Garren and Seamus, but I must have missed it completely. Been traveling/having allergies trying to murder me so it's entirely possible.

And yes, he has no ranks in K: Religion yet. Having only 1 skill rank/lvl to put somewhere is quite limiting.


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Initiative: 1d20 + 4 ⇒ (2) + 4 = 6


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Just a reminder, fellows, Guidance does not apply to initiative rolls just Attacks, Skills, and Saves.

I'll try to tie in a url from now on if it's needed.

Also, I'd really love to roll an initiative higher than 10 at some point. You hear me RNG!


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

"No point in weakenin' ourselves in a fight we can avoid fer now," Matias says as he takes up his position. "As long's the fellow's trapped we can take care of 'im when we're sure there's no greater danger."

If a minute passes before they move on, he will take the opportunity to recast Guidance on Garren and Azi.


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

"Ah, curses. Keep yer guard up!"

Initiative: 1d20 + 4 ⇒ (5) + 4 = 9


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Matias location is fine. He is doing exactly as posted earlier again: He'll recast Guidance on Azi and Garren before they open the door.


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Interesting. I've never played with checks used in that manner. I really like that approach, but it isn't very intuitive. This might be an area where we need to approach it from the player/character divide.

In "reality" basically every non active check is being rolled constantly. As you're walking down the street in RL and see something, your mind is automatically trying to recall information about it. In the case of the game, we're relying on the players to think for their characters; where I might not thinking of rolling a certain relevant check, you could either roll it secretly and give the information to the player to rp out or ask for that check.

I guess the main problem is you risk the wall of skills if we don't know what we're looking for. I'm in a game on Roll20 and the skill monkey has a macro that rolls every Int-based skill with a click--resulting in 14 checks anytime he wants to investigate something.

I think that's the main reason why a lot of tables have defaulted to GM's asking players to roll a certain check rather than having roll blind as they try to guess the skill.


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Matias gives a quick look over the weapons and shields before positioning himself by the door, spear at the ready.

Profession (Soldier): 1d20 + 8 ⇒ (7) + 8 = 15

Before they move through to the next room, Matias casts guidance on Azi and Garren.


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Matias gets a big whiff of the room; he's smelled worse in his years under the mountain. He inspects the weapon racks with a critical eye. "Anything worth picking up?" he asks Seamus.

Fort Save: 1d20 + 5 ⇒ (9) + 5 = 14 +2 if it is Poison/Spell/SLA


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Matias pushes toward the door trying to touch Azi and cast a spell.

Looks like the door is crowded, and I need 25t to get to where I want to be, so I'm hoping it's possible to squeeze into F12 or G11 to be within touch range of Azi.

If Matias can fit into either square, he will cast Guidance on Azi.
Guidance: The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

If he can't get to those squares, Matias will just move to E11.


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Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Hey, Seamus, I think your attack roll is too low though I'm guessing it would hit anyway. It should be +4 not +2, shouldn't it? You have 16 strength and bless affecting you.

EDIT: Just realised you are using PA. Guessing bless just wasn't included.


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Part of this is letting "action" resolve before moving on. Unless you are running everything in rounds, there does need to be time allotted for players to stay up with each other, but that doesn't mean we need every minutiae of a turn posted.

A couple of things to consider to push things forward faster without dropping out player abilities:
Moving and passive checks: Play a little loose with location and movement out of combat. Assume the party is moving roughly together unless one says he is scouting ahead or hanging back to guard the rear flank.

Utilize Taking 10 for things like Perception and Sense Motive unless the players want to specifically roll a check. (Obviously, if they're in immediate danger you can just ask for rolled checks).

Let Player actions play out: Sometimes a character may just charge on heedless of what's going on around him, but most of the time, characters are going to let others see their plan through.

For instance, in the current action Matias began detecting magic and stated a specific duration for the action(s). I saw no response to this and have no idea if it was because Azi's next post was to open the door or because there was nothing to detect. Unless another player is specifically cutting off someone's actions, let the pace breathe and allow things to happen. -- Apparently you posted about detect magic as I was writing this.

Don't screw over your players: I think this instance was perfectly justifiable as is from a GM side, but there are times where it can come off as sitting gleefully behind the GM screen waiting to kill a PC. Players may get annoyed because they weren't right there, but someone's character has to be the first to do something and trigger an event.

It kind of comes down to your goal as a GM. If you are trying to tell the story with the players, then you make it difficult but work with them to fulfill the characters' journey; if you are like one of my RL GMs, then you just take joy from killing PCs and wonder why all the players are ticked at the end of every session.


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

With Matias' scan of the room cut short, he switches gear and casts Bless on his companions.

Let's Get Ready to Rumble: 1d20 + 4 ⇒ (7) + 4 = 11

On turn, casting Bless: +1 morale on attack rolls and against fear saves for 10rds.

Azi, take note, this should still stack with your Rage since that morale bonus is to the abilities and not the attack rolls themselves.


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

As they push deeper into the second floor, Matias centers himself and begins to detect magic fearing that the "someone" seen at the top of the tower may be nearby.

Moves to I-13. Always good to stand next to the BSB, right? :)

Casting Detect Magic. Planning to spend a 4 rounds to check every direction. If he catches an aura he'll linger the additional 2 rounds to learn what lies in that direction.


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Matias hurries to keep up with Azi, pausing to make sure there is nothing else lurking in the shadows. "Azi, if you are going to continue to be the tip of the spear we need to keep you well on your feet."

Perception: 1d20 + 4 ⇒ (7) + 4 = 11

Channel: 1d6 ⇒ 3


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Matias jabs forward with his longspear again.

Longspear 1d20 + 2 ⇒ (13) + 2 = 15 for 1d8 + 3 ⇒ (4) + 3 = 7 damage


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

No sweat. My RL group was playing for years before we actually noticed that differentiation. So many combats would have been easier.


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Encouraged by Azi's brutal attack, Matias hurries after him and stabs at the other spider.

Moves to K4
Longspear 1d20 + 2 ⇒ (19) + 2 = 21 for 1d8 + 3 ⇒ (3) + 3 = 6 Damage


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

It looks like you lowered your attack and damage rolls after the strength damage, Azi, so I thought I'd include a note about Ability Damage that gets overlooked a lot because of how Ability Drain works.

From CRB pg 555 (Nethys page for quick reference)

"For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability."

vs

"Ability drain actually reduces the relevant ability score."


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Matias steps to the side and pokes his spear through the gap between Azi and the doorway.

5ft step to K8...so much cover

1d20 + 2 ⇒ (10) + 2 = 12


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Matias rushes up to the encased Azi and, reaching his fingers through the webbing, speaks a word of guidance.

Moving to L8, I think it is. Casting Guidance on Azi to give +1 to break out of the web.


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

PDX, when you say Azi is blocking the door, do you mean we can't get around him at all or that his squares will be difficult terrain to pass through?


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Matias will jump a little to the south, N 12


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Matias taps the butt of his longspear on the ground. "I'll guard yer rears, fellas. I need a bit o' space to swing this round anyway."

Depending on if we're forming up single file or double lines, Matias can be anywhere behind the frontline. His AC is not high enough to be there yet.


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Definitely weirded out by this place, but Matias just assumes it's culture shock since Hulka wasn't worried. Nothing to do, but get some shuteye till the next duty calls.


1 person marked this as a favorite.
Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Signs I've been playing too much pathfinder: I was mowing today and a neighbor waved me down to ask why I was wearing a mask we live in a rural area with no COVID cases. They were very confused when I replied, "This mask provides protection from allergens 5."


1 person marked this as a favorite.
Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)
GM PDXCook wrote:
As Seamus gazes up and down the street looking for a pub he does not see any. As he ponders the likelihood of a village with no pub Azaersi gently spins him around. Seamus now finds himself standing directly at the entrance to The Crown

I laughed quite heartily at this. I had such a vivid image of a forlorn Seamus spinning around and a huge grin spreading across his face.


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Matias orders a warm ale from the barkeep and slumps into a seat at Hulka's table.

"They got nothin' but wholesome and good folk 'ere, sergeant. Dunno that I've e'er been ta a place like that afore. Seems odd ta me."

Matias is a conspiracy theorist apparently. He also believes that elves are aliens and the Pathfinder Society is a government plot to weaken heroes.


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Matias scratches his beard thoughtfully. "Sounds like sum kinda cult ta me. Ya got any strange folk 'round 'ere?"


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Morning already? Matias sighs and goes through his morning ablutions and prayers before snatching what is left of the breakfast.

Returning to horseback is unwelcome, but Matias bears it in stride until they reach Sanford. He knew military life would be more restrictive than his own rangings across the countryside, but he would much rather be hiking through the forests and open land than bumping along on an animal.

The villagers' smiling faces put Matias on edge. In Janderhoff the dwarves nodded in greeting, but a smiling dwarf meant one that had a scheme up his sleeve.

1d20 + 4 ⇒ (2) + 4 = 6


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Matias shambles out of the tent swinging his spear wildly, tunic not quite covering all that one might wish. "Aye, ya bedda' run."

He shifts a bit uncomfortably in the night breeze. "Well then. Good job on tha alarm there, boy." Matias shakes his shaggy head at the others before ducking back into the tent to put on pants.


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Hearing Chaos erupt around him, Matias lumbers out of his bedroll and grabs his spear.

He'll leave the tent if possible...i.e he can "draw" his spear on the way out of the tent rather than having to pick it up. Also dependent on whether the tent "door" counts as a doorway for AoO purposes.


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Sigh. So glad I grabbed Improved Initiative.


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

"It's coming!" Matias screams as his eyes shoot open. "What's goin' on?"


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Something slithers in the dark, unseen. Matias runs past other dwarves. As they call his name the dark overtakes them. Matias ignores the screams and runs into the halls of Janderhoff. The darkness follows...

Matias turns over fitfully in his sleep.

1d20 + 4 ⇒ (9) + 4 = 13 I wonder why sleeping is an increase to the DC and not a penalty to the check?
1d20 + 4 ⇒ (12) + 4 = 16


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Pulling the final tent ropes tight, Matias answers Shane, "Aye, lad. Quite a bit o' land 'tween Janderhoff and 'ere. Most o' me kind don' like it with no roof o'er their 'eads, but I find it soothin' nonetheless."


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Hulka did warn us about his last squad...another one bites the dust.


Male Dwarf Cleric 1 l HP 10/10 l AC 15, T 10, FF 15 l Fort +5, Ref +1, Will +7 (+2 vs spells, spell-like abilities, and poison) l Init +4 l Darkvision, Perception +4
Prepared Spells:
0th (at will)—detect magic, guidance, purify food and drink (DC 14) l 1st—bless, magic weapon, sanctuary (DC 15)

Matias drops down from his horse and meanders over to Shane.

"Looks like you an' me on tent duty, eh? Used to jus' sleepin' under the stars, meself. Let's see...cross poles at their apex and...eh, it'll stay up."

Survival: 1d20 + 4 ⇒ (6) + 4 = 10
Perception: 1d20 + 4 ⇒ (2) + 4 = 6