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Mellikim, the Wild Shadow's page

37 posts. Organized Play character for SodiumTelluride.


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Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Yea, this is a pretty bad time of year for a lot of folks. Mellikim is 89635-1501. Thanks for running!


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Sweet! In that case, I'll move to Wennel's other side.


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Mellikim presses the attack against the zombie, hoping to bring it down as easily as LifengBOT brought down the other.

Rapier + inspire vs zombie: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Low-light DC 5: 1d20 ⇒ 8
Damage: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10

Rapier 2 + inspire vs zombie: 1d20 + 5 + 1 - 5 ⇒ (10) + 5 + 1 - 5 = 11
Low-light DC 5: 1d20 ⇒ 19
Damage: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7

Rapier 3 + inspire vs zombie: 1d20 + 5 + 1 - 10 ⇒ (15) + 5 + 1 - 10 = 11
Low-light DC 5: 1d20 ⇒ 15
Damage: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Mellikim gasps. "That must be him! The Rose Street Killer! Keep him busy, I'll take care of this one!" Drawing his rapier, the gnome bravely charges toward one of the zombies.

Draw, Stride, Strike

Rapier vs zombie: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d6 + 4 ⇒ (6) + 4 = 10


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

We can go the "bash it open" route, that's fine. :)


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Mellikim moves to cut off the skeleton's escape, hoping his allies will help box it in.

Stride, Strike, Strike

Rapier + Inspire Courage: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
Concealed, DC 5: 1d20 ⇒ 13
Damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11 + Sneak attack: 1d6 ⇒ 4

Rapier + Inspire Courage: 1d20 + 5 + 1 - 5 ⇒ (10) + 5 + 1 - 5 = 11
Concealed, DC 5: 1d20 ⇒ 16
Damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11 + Sneak attack: 1d6 ⇒ 2


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Mellikim whips out his rapier, then hesitates for a brief second. A razor?

Draw, Strike, Strike.

Rapier vs FF: 1d20 + 5 ⇒ (1) + 5 = 6
Concealment: 1d20 ⇒ 12
Damage: 1d6 + 4 ⇒ (3) + 4 = 7 piercing + Sneak attack: 1d6 ⇒ 3

Rapier vs FF: 1d20 + 5 - 5 ⇒ (7) + 5 - 5 = 7
Concealment: 1d20 ⇒ 9
Damage: 1d6 + 4 ⇒ (1) + 4 = 5 piercing + Sneak attack: 1d6 ⇒ 5


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Mellikim, seeing just in time the sticky mud, hops out of harm's way; his half-orc companion isn't so lucky. "Hold on, we'll help you!"

Athletics (Aid): 1d20 ⇒ 4

Try as he might, however, the little gnome has neither the strength nor the leverage to make any difference.


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Mellikim keeps an eye out for traps or dangers.

Perception: 1d20 + 3 ⇒ (1) + 3 = 4
Will be behind Galonor.


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Sorry, that was supposed to say Athletics. I have a nice bonus to Acrobatics, but none to Athletics.


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Perception: 1d20 + 3 ⇒ (15) + 3 = 18

"Well this is certainly where the place used to be," Mellikim says, picking up the remains of the tavern sign.

Acrobatics: 1d20 ⇒ 19
Score!

Nimble as a monkey, the gnome easily climbs down to the bottom.


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

"We don't know who it was," Mellikim adds quickly, "but we have this." He holds up the hair sample from the club. "It was on the weapon, and it isn't Justerian's. Perhaps there's a spell out there that can identify it?"


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Nature: 1d20 + 3 ⇒ (2) + 3 = 5
Nature: 1d20 + 3 ⇒ (5) + 3 = 8

...well that was a waste.

Mellikim keeps trying to convince the bats to leave the group alone, with no better success than he had the last time.


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Can I attempt more than one Perception (with actions) if the first one fails? Also, was the Nature check a one-time deal, or can I keep trying?


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Mellikim moves closer to the ooze, stabbing with his rapier.

Perception (avoid the acid this round): 1d20 + 3 ⇒ (5) + 3 = 8
Is that an action?

Rapier: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d6 + 4 ⇒ (3) + 4 = 7


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Reflex: 1d20 + 5 ⇒ (17) + 5 = 22

"Ow! Ow, stop it! Cheet-chit cheet!" Mellikim tries convincing the bats to leave him alone as he draws his weapon, wary of the ooze.

Nature: 1d30 + 3 ⇒ (7) + 3 = 10

Nature check, draw weapon, stride


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

"Why would anyone want to live here? The building doesn't want us here."

Perception: 1d20 + 3 ⇒ (19) + 3 = 22


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Gingerly, he tries to make it the rest of the way.

Acrobatics: 1d20 + 5 ⇒ (19) + 5 = 24


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

"Wow. I don't think I can do that, but I bet I can make it through."

Acrobatics: 1d20 + 5 ⇒ (4) + 5 = 9


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

"I see. Not good, not good at all. Can you tell me what he looks like? And where he lives?"


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

"Let's see, ummm... Rhee! Tsk-tsk Rhee! Tsk."

If they have a burrow speed:

"Please get out, she'll hurt you!"

"My Rattish might be rusty-- I haven't talked to any in a long time."


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

"Much appreciated, venture captain! I think you're right, but let's hope we don't have to use this."

* * * * *

Would the rats, by chance, have a burrow speed?


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

If I counted right, I can get to my current position in two moves. So ignore my second attack, Mellikim will move to flank the remaining one and Strike once.


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

The gnome quickly closes the gap between himself and the remaining barber, stabbing out with his rapier.

Stride, Strike, and Strike

Rapier vs D, flat-footed: 1d20 + 5 ⇒ (6) + 5 = 11
Damage + sneak attack: 1d6 + 4 + 1d6 ⇒ (6) + 4 + (4) = 14

Rapier 2 vs D: 1d20 + 5 - 5 ⇒ (5) + 5 - 5 = 5
Damage: 1d6 + 4 + 1d6 ⇒ (4) + 4 + (2) = 10


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Now badly wounded, Mellikim draws his rapier and darts between the barbers hoping to make short work of them.

Please don't have attacks of opportunity, please don't have attacks of opportunity...
Rapier vs C, flat-footed: 1d20 + 5 ⇒ (4) + 5 = 9
Damage + sneak attack: 1d6 + 4 + 1d6 ⇒ (5) + 4 + (1) = 10

Draw weapon, Stride, Strike


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Perception: 1d20 + 3 ⇒ (7) + 3 = 10

It's hard to say whether the barber took their meaning or not. These kinds of intrigues make the gnome miss living in the wild; life may be harder there, but it sure is simpler.


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Mellikim wanders about asking questions, but isn't able to turn up anything beyond what his allies learn for themselves. Fortunately, it's enough to give them a starting place. "The Docks it is!"

Ready.


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

The gnome grins. "Happy to help!"

Thanks for the heal. I should be ok now.


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Mellikim jumps over the sewage and makes his way toward the kobolds, drawing his slender sword.

Leap, Stride, Draw weapon.


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Looks like the posting's back on!
Thievery (Disable): 1d20 + 5 ⇒ (7) + 5 = 12


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Stealth: 1d20 + 5 ⇒ (16) + 5 = 21
Perception: 1d20 + 4 ⇒ (15) + 4 = 19 +1 for traps

I forgot to add my level to everything before, so my Perception should have been 1 higher.


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Huh. So I can essentially be Sneaking and Searching at the same time? Cool!

Knowing that the group is closing in on the enemy kobolds, Mellikim moved to the wall and makes sure to tread lightly.

Sneaking with a +5 Stealth. I've looked through the book and can't find any mention of other bonuses-- at level 1 it's really just my Dex my level + Dex, right? Can't become expert yet, no benefit of being Small.


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Since we know kobolds are wanton trapmakers, Mellikim should probably be in front. (I did take Trap Finder, luckily enough, so +1 on Perception to find traps.)

Mellikim will be Searching.


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

Society: 1d20 + 1 ⇒ (11) + 1 = 12
Not much help there.


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

"Oh, don't worry, my little friend," Mellikim assures TukTuk, while also standing up as straight as he can to try and seem the taller of the two. "I imagine it's just the name they gave themselves. They're probably just normal kobolds, and," he adds with a praising glance at Dragonspeaker Engashez, "not nearly as competent as the Sewer Dragons."


Male Half-elf Sorcerer 5 | AC: 15, TAC: 14 | HP: 13/18 | Fort +2(t), Ref +5(e), Will +3(e) | Speed: 25ft | Perception +3(e)

A slight gnome dressed in leather armor stands with the others, his movements showing an easy grace. He carries multiple weapons, most notably a rapier at his belt and a crossbow on his back. He loops his thumbs into his waistband. "Much as I don't like the idea of going to the sewers," he squeaks, "I'm with those two. Having more eyes and ears on our side can make a crucial difference."

Mellikim votes Sewer Dragons.


Change of plans!

Mellikim was once a druid, empowered by the magic of the forest. Then he found himself in Absalom, where his primal power was something of an oddity. His small size made him an adept sneak, and he became known as the Wild Shadow. As he stayed in the city his connection to the magic of the forest faded, but a part of him still belongs to the wild.

Mellikim is a rogue, with a few druid-like tricks.