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Mervyn the Scrivener's page

34 posts. Alias of Paizo Fan.


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HP: 8/8 || AC: 16 (Armor, Size, Shield), ff: 16, t: 11 || Fort +2, Ref +0, Will +4 || Init +0, Perc +8 || Heavy mace +2 (1d6+1/x2), Switchscythe +2 (1d6+1/x4) || Judgment 1/1

Mervyn decides to tag along to the Sheriff's.


HP: 8/8 || AC: 16 (Armor, Size, Shield), ff: 16, t: 11 || Fort +2, Ref +0, Will +4 || Init +0, Perc +8 || Heavy mace +2 (1d6+1/x2), Switchscythe +2 (1d6+1/x4) || Judgment 1/1

Mervyn nods his head. "Yes, she's a ranger in the employ of the Black Arrows although she spends much of her time locally. Quite the adversary for our goblin friends."


HP: 8/8 || AC: 16 (Armor, Size, Shield), ff: 16, t: 11 || Fort +2, Ref +0, Will +4 || Init +0, Perc +8 || Heavy mace +2 (1d6+1/x2), Switchscythe +2 (1d6+1/x4) || Judgment 1/1

Mervyn listens to the man as he speaks and smiles at the mention that the Father's body has been recovered. Nonetheless, he listens to the man's voice and watches his body language to see if there is any indication that the man is hiding anything.

Sense Motive: 1d20 + 7 ⇒ (6) + 7 = 13


HP: 8/8 || AC: 16 (Armor, Size, Shield), ff: 16, t: 11 || Fort +2, Ref +0, Will +4 || Init +0, Perc +8 || Heavy mace +2 (1d6+1/x2), Switchscythe +2 (1d6+1/x4) || Judgment 1/1

Mervyn chuckles to himself, finishes his drinks then bids the rest of the group adieu and retires to his own bed.

Any specific requests for spells that Mervyn shall request from Magdha for the tracking tomorrow? If no one else wants anything, Mervyn shall prepare Tireless Pursuit and Interrogation.


HP: 8/8 || AC: 16 (Armor, Size, Shield), ff: 16, t: 11 || Fort +2, Ref +0, Will +4 || Init +0, Perc +8 || Heavy mace +2 (1d6+1/x2), Switchscythe +2 (1d6+1/x4) || Judgment 1/1

Mervyn simply chuckles at Nicholae.


HP: 8/8 || AC: 16 (Armor, Size, Shield), ff: 16, t: 11 || Fort +2, Ref +0, Will +4 || Init +0, Perc +8 || Heavy mace +2 (1d6+1/x2), Switchscythe +2 (1d6+1/x4) || Judgment 1/1

Mervyn looks at Nicholae and smiles.

"It seems you've attracted a couple of paramours," he says with humour in his voice. He is then distracted by Aldern Foxglove as he makes his grand entrance. Mervyn listens to the nobleman's offer, and chews it over in his mind.

"Your offer is most gracious, Lord Foxglove, but we had planned to track the goblins to track them down," Mervyn says with a concilliatory gesture. "How long would you estimate this hunt taking?"


HP: 8/8 || AC: 16 (Armor, Size, Shield), ff: 16, t: 11 || Fort +2, Ref +0, Will +4 || Init +0, Perc +8 || Heavy mace +2 (1d6+1/x2), Switchscythe +2 (1d6+1/x4) || Judgment 1/1

"I think that is the best course of action," Mervyn agrees, "It would appear to be our only lead at the moment."


HP: 8/8 || AC: 16 (Armor, Size, Shield), ff: 16, t: 11 || Fort +2, Ref +0, Will +4 || Init +0, Perc +8 || Heavy mace +2 (1d6+1/x2), Switchscythe +2 (1d6+1/x4) || Judgment 1/1

Mervyn blows wind through his whiskers and sits back in his chair.

"Well, that escalated quickly," he says finally to a silent room, "Are you okay, Ameiko?"


HP: 8/8 || AC: 16 (Armor, Size, Shield), ff: 16, t: 11 || Fort +2, Ref +0, Will +4 || Init +0, Perc +8 || Heavy mace +2 (1d6+1/x2), Switchscythe +2 (1d6+1/x4) || Judgment 1/1

Mervyn places his spoon down as he finishes his bowl of chowder and looks Lonjiku directly in the eye.

"Your argument is full of inconsistencies," Mervyn says simply, "Discounting the fact that we found Aldern Foxglove with nary a guard in sight surrounded by goblins, we scarcely saw a guard in the defence of the town. Not only that, it was our group the uncovered the theft from the tomb. It would appear that you are overly antagonistic for little reason, which begs the question: are you hiding something?"

Mervyn leans forward on his hands and keeps his gaze on the elder Kaijitsu.

Sense Motive: 1d20 + 7 ⇒ (9) + 7 = 16


HP: 8/8 || AC: 16 (Armor, Size, Shield), ff: 16, t: 11 || Fort +2, Ref +0, Will +4 || Init +0, Perc +8 || Heavy mace +2 (1d6+1/x2), Switchscythe +2 (1d6+1/x4) || Judgment 1/1

Mervyn studies the position of the sun, then sighs.

"I very much doubt the goblins have anything to do with this, aside from causing a distraction," he intones, stroking his beard. "If we take the evidence and look at it logically..." Mervyn is silent for a moment.

"The footprints we have followed left with the goblins, separated from them and then headed back in the direct of Sandpoint. That would seem to infer that the person responsible for goading the goblins into attacking the town lives there," Mervyn furrows his eyebrows as he works through the evidence, "Although why anyone would do that is beyond me."


HP: 8/8 || AC: 16 (Armor, Size, Shield), ff: 16, t: 11 || Fort +2, Ref +0, Will +4 || Init +0, Perc +8 || Heavy mace +2 (1d6+1/x2), Switchscythe +2 (1d6+1/x4) || Judgment 1/1

"So the footprints lead back to Sandpoint," Mervyn muses. "I suggest we head back to town and see if we can't find out who was missing during the attack. I doubt we'll be able to track anything through that mess." Mervyn says, indicating towards the coming wagon train.


HP: 8/8 || AC: 16 (Armor, Size, Shield), ff: 16, t: 11 || Fort +2, Ref +0, Will +4 || Init +0, Perc +8 || Heavy mace +2 (1d6+1/x2), Switchscythe +2 (1d6+1/x4) || Judgment 1/1

Mervyn nods his approval, and seeks out a likely looking local before heading over to them.

"Greetings, friend, we're looking for someone who may have been involved in orchestrating a goblin attack on the local town of Sandpoint. It appears their tracks lead past this charming community and joins the road to the north. You haven't happened to see anyone suspicious pass through here in the last day or so, have you?" Mervyn asks, while trying to ascertain if they are hiding anything when they answer.

Diplomacy: 1d20 + 5 ⇒ (2) + 5 = 7
Sense Motive: 1d20 + 7 ⇒ (6) + 7 = 13


HP: 8/8 || AC: 16 (Armor, Size, Shield), ff: 16, t: 11 || Fort +2, Ref +0, Will +4 || Init +0, Perc +8 || Heavy mace +2 (1d6+1/x2), Switchscythe +2 (1d6+1/x4) || Judgment 1/1

Mervyn watches Ned follow the tracks towards the north road.

"Well, north it is then!" he exclaims, continuing north.


HP: 8/8 || AC: 16 (Armor, Size, Shield), ff: 16, t: 11 || Fort +2, Ref +0, Will +4 || Init +0, Perc +8 || Heavy mace +2 (1d6+1/x2), Switchscythe +2 (1d6+1/x4) || Judgment 1/1

Mervyn has heard of Wisher's Well and although his curiosity is piqued, they must press on in case they lose the tracks.

"Come on, we have to carry on the chase," he says, following Ned.


HP: 8/8 || AC: 16 (Armor, Size, Shield), ff: 16, t: 11 || Fort +2, Ref +0, Will +4 || Init +0, Perc +8 || Heavy mace +2 (1d6+1/x2), Switchscythe +2 (1d6+1/x4) || Judgment 1/1

Mervyn furrows his eyebrows for a moment before looking at the rest of the group.

"One thing we overlooked is that a dead body can be used in a ritual to an evil god, rather than being used for necromancy," he says, "I've no knowledge of any necromancers in the local area so it could be that we're looking at a case of an evil cult rather than necromancy."

Mervyn strokes his beard as he ponders this information.

"I'm even more inclined to follow the humanoid now. While goblins do follow evil deities, they are capricious creatures with a relatively short attention span."

Mervyn swings his shield down onto his arm although he leaves his heavy mace hanging from his belt. He stows his switchscythe in Quill's pack saddle.

"I think we should prepare ourselves for an ambush, either by goblins or our quarry."

I know that last bit wasn't part of the check but I figure it is probably common enough knowledge. Also for the purposes of scribing scrolls, what class does the Inquisitor count as? I'm assuming the same costs as "Cleric, Druid, Wizard" as they are also a divine caster? I think that Mervyn would have spent two hours last night scribing a scroll of Bless, costing 12gp, 5sp.


HP: 8/8 || AC: 16 (Armor, Size, Shield), ff: 16, t: 11 || Fort +2, Ref +0, Will +4 || Init +0, Perc +8 || Heavy mace +2 (1d6+1/x2), Switchscythe +2 (1d6+1/x4) || Judgment 1/1

Knowledge (religion): 1d20 + 6 ⇒ (16) + 6 = 22

Mervyn attempts to recall any knowledge of goblins practicing necromancy. Add 2 to the roll if that is applicable for Monster Lore.


HP: 8/8 || AC: 16 (Armor, Size, Shield), ff: 16, t: 11 || Fort +2, Ref +0, Will +4 || Init +0, Perc +8 || Heavy mace +2 (1d6+1/x2), Switchscythe +2 (1d6+1/x4) || Judgment 1/1

Mervyn nods. "I doubt goblins have the intellect for wizardry; the humanoid it is!"


HP: 8/8 || AC: 16 (Armor, Size, Shield), ff: 16, t: 11 || Fort +2, Ref +0, Will +4 || Init +0, Perc +8 || Heavy mace +2 (1d6+1/x2), Switchscythe +2 (1d6+1/x4) || Judgment 1/1

"Lleidr is not the only one who shall need a pony," Mervyn says as he leans on his switchscythe. At some point during the night he cleaned the weapon of goblin blood and now there is no sign it had been used in a violent altercation.

"We've lost a night on these vile necromancers and we need to make up as much time as we can," Mervyn whispers, keeping talk of necromancers as quiet as possible so as to not duly frighten any bystanders.

Knowledge (local): 1d20 + 6 ⇒ (2) + 6 = 8

Mervyn attempts to recall likely locations of places where these necromancers may be hiding the body of the Father.

"I'm sure that we all agree that no quarter be given when we find them? We do not know what capabilities these fiends have, but they managed to co-ordinate a goblin raid on Sandpoint and must have some arcane power so we must stop them and with authority," Mervyn's eyes grow cold as he lays out the dangers that lie ahead of them. It is obvious that he does not expect to return to Sandpoint with any prisoners.


HP: 8/8 || AC: 16 (Armor, Size, Shield), ff: 16, t: 11 || Fort +2, Ref +0, Will +4 || Init +0, Perc +8 || Heavy mace +2 (1d6+1/x2), Switchscythe +2 (1d6+1/x4) || Judgment 1/1

[ Goblin Battle Two]
When the guard relays the situation at the boneyard, Mervyn clicks the blade of his switchscythe back into the haft and sets off at a flat run to help his comrades.

[ Prelude ]
"Indeed Brodert, it would be most fascinating to compare notes on our respective research!" Mervyn replies. As Brodert leaves, Mervyn turns to Crask.

"So what did you sell him?" Mervyn's curiousity extends to all kinds of information.


HP: 8/8 || AC: 16 (Armor, Size, Shield), ff: 16, t: 11 || Fort +2, Ref +0, Will +4 || Init +0, Perc +8 || Heavy mace +2 (1d6+1/x2), Switchscythe +2 (1d6+1/x4) || Judgment 1/1

[ Prelude ]
Mervyn shakes hands with Brodert and bobs his head in greeting.

"Well, there is certainly a possibility that the Old Light could be that old. Varisia stands in what used to be old Thassilon and there are ruins hidden away all over the countryside," Mervyn extols, glad to meet a fellow man of knowledge.

"I trust that you understand the Thassilonian language?" Mervyn asks Brodert in Thassilonian.

[ Round Four - Second Goblin Battle ]
Mervyn spins on his heel, twisting the switchscythe in midair. The keen blade whistles through the air as he aims to kill the goblin who had managed to score a blow on him.

Attack (switchscythe): 1d20 + 2 ⇒ (20) + 2 = 22
Damage (switchscythe): 1d6 + 1 ⇒ (2) + 1 = 3

Critical confirmation (switchscythe): 1d20 + 2 ⇒ (11) + 2 = 13
Critical damage (switchscythe): 3d6 + 3 ⇒ (1, 5, 5) + 3 = 14

I suppose that if someone can provide a flanking bonus and a feint before Mervyn strikes that it would spell the end for our little goblin friend.


HP: 8/8 || AC: 16 (Armor, Size, Shield), ff: 16, t: 11 || Fort +2, Ref +0, Will +4 || Init +0, Perc +8 || Heavy mace +2 (1d6+1/x2), Switchscythe +2 (1d6+1/x4) || Judgment 1/1

[ Prelude ]
Mervyn wanders through the stalls, searching out interesting looking books or parchment to add to his collection. He stops here and there to inspect the bindings of a book or to run his hand over a piece of parchment and yet he can find nothing to interest him much.

[ Goblin Battle - Round Two ]
Mervyn grimaces as the goblin finds a chink in his armour and scores a light hit. Although he can feel the blood beginning to run, Mervyn continues to attack the wounded goblin in front of him.

Attack (switchscythe): 1d20 + 2 ⇒ (15) + 2 = 17
Damage (switchscythe): 1d6 + 1 ⇒ (3) + 1 = 4

With a grim smile, Mervyn watches as his switchscythe slides into the goblin's ribs. With a concerted effort, he wrenches it from the creature's body, hoping the blow is sound enough to bring the creature to the ground.


HP: 8/8 || AC: 16 (Armor, Size, Shield), ff: 16, t: 11 || Fort +2, Ref +0, Will +4 || Init +0, Perc +8 || Heavy mace +2 (1d6+1/x2), Switchscythe +2 (1d6+1/x4) || Judgment 1/1

Mervyn ignores the goblin who had charged him and presses the attack against the one that had been gravely wounded.

"My letters shall take your soul!" Mervyn shrieks at the goblin as he reverses the momentum of the switchscythe to bring it directly back at the goblin's ribcage.

Attack (switchscythe): 1d20 + 2 ⇒ (7) + 2 = 9
Damage (switchscythe): 1d6 + 1 ⇒ (1) + 1 = 2

Mervyn curses loudly as the switchscythe whistles past the goblin, just shy of the creature's body.


HP: 8/8 || AC: 16 (Armor, Size, Shield), ff: 16, t: 11 || Fort +2, Ref +0, Will +4 || Init +0, Perc +8 || Heavy mace +2 (1d6+1/x2), Switchscythe +2 (1d6+1/x4) || Judgment 1/1

Surprise Round
Mervyn will quickly move up to the goblin hiding around the corner of the building (M10).

Round 1
Mervyn will attempt to bury his switchscythe in the skull of said goblin.

Attack (switchscythe): 1d20 + 2 ⇒ (14) + 2 = 16
Damage (switchscythe): 1d6 + 1 ⇒ (4) + 1 = 5


HP: 8/8 || AC: 16 (Armor, Size, Shield), ff: 16, t: 11 || Fort +2, Ref +0, Will +4 || Init +0, Perc +8 || Heavy mace +2 (1d6+1/x2), Switchscythe +2 (1d6+1/x4) || Judgment 1/1

Post to come tomorrow, wound up on holiday with wifi and no 3G.


HP: 8/8 || AC: 16 (Armor, Size, Shield), ff: 16, t: 11 || Fort +2, Ref +0, Will +4 || Init +0, Perc +8 || Heavy mace +2 (1d6+1/x2), Switchscythe +2 (1d6+1/x4) || Judgment 1/1

Mervyn slings his shield on his back once again, and retrieves his switchscythe.

Swift Action: None
Move Action: Stow shield
Standard Action: Pick up switchscythe


HP: 8/8 || AC: 16 (Armor, Size, Shield), ff: 16, t: 11 || Fort +2, Ref +0, Will +4 || Init +0, Perc +8 || Heavy mace +2 (1d6+1/x2), Switchscythe +2 (1d6+1/x4) || Judgment 1/1

I shall update in a few hours. Can't see the map from work.


HP: 8/8 || AC: 16 (Armor, Size, Shield), ff: 16, t: 11 || Fort +2, Ref +0, Will +4 || Init +0, Perc +8 || Heavy mace +2 (1d6+1/x2), Switchscythe +2 (1d6+1/x4) || Judgment 1/1

Gritting his teeth through the pain, Mervyn leaves the switchscythe in the goblin's corpse and readies his shield against the new threat and concentrates on defending himself. As he drops into his protective stance, he pronounces judgment on his opponents granting himself the healing of Magdh. A pale light seems to suffuse his skin and the grievous wound dealt by the goblin begins to close.

"I shall write your death-scream on paper so your soul is trapped forever," Mervyn growls in Goblin.

Intimidate: 1d20 + 1 ⇒ (3) + 1 = 4

Actions
Free Action: Drop switchscythe
Move Action: Ready shield
Standard Action: Total Defense
Swift Action: Judgment of Healing (I've already incorporated this round's healing in the stats on my tagline. As I run it at home, healing occurs at the end of the player's turn; let me know if you want to run it differently.)


HP: 8/8 || AC: 16 (Armor, Size, Shield), ff: 16, t: 11 || Fort +2, Ref +0, Will +4 || Init +0, Perc +8 || Heavy mace +2 (1d6+1/x2), Switchscythe +2 (1d6+1/x4) || Judgment 1/1

Just as a quick note, I can't see any media sharing sites at work so when posting at lunch it'll be 'blind' so to speak. Mervyn will continue to the nearest goblin and attack, using the rolls from above.


HP: 8/8 || AC: 16 (Armor, Size, Shield), ff: 16, t: 11 || Fort +2, Ref +0, Will +4 || Init +0, Perc +8 || Heavy mace +2 (1d6+1/x2), Switchscythe +2 (1d6+1/x4) || Judgment 1/1

Mervyn had left Quill in the stables as he went to meet his friends. It had been some time since they had all spoken and Mervyn was looking forward to it.

They stood around and made small talk, catching up on the events of the past five years. Mervyn was mid-sentence when he heard the screams and pivoted on the spot to see the repugnant little goblin licking his dogslicer.

"To arms," Mervyn shouted at the top of his voice, before flicking a switch on his supposed cane to reveal that it was, in fact, a switchscythe. With a shrill battle cry, Mervyn ran towards the goblin.

Init: 1d20 ⇒ 6

In the interests of speed, I'll also post my first round of action as I might not get onto the net until late tomorrow. If this goblin is dead, Mervyn will attack any other visible opponents within range.

Mervyn will position himself to take advantage of flanking, if possible.

Attack (switchscythe): 1d20 + 2 ⇒ (20) + 2 = 22
Damage (switchscythe): 1d6 + 1 ⇒ (4) + 1 = 5

Critical confirm: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 3d6 + 3 ⇒ (4, 6, 3) + 3 = 16


HP: 8/8 || AC: 16 (Armor, Size, Shield), ff: 16, t: 11 || Fort +2, Ref +0, Will +4 || Init +0, Perc +8 || Heavy mace +2 (1d6+1/x2), Switchscythe +2 (1d6+1/x4) || Judgment 1/1

Mervyn the Scrivener paced through the streets of Sandpoint, taking in the sights and sounds of the small town as it set about preparing for the Swallowtail Festival in order to inaugurate the new cathedral.

Mervyn was a bookmaker, but also an inquisitor of Magdh. She was one of the Eldest, a powerful fae who was a patron of knowledge. As a gnome, he felt a tie to the First World and had taken up her mantle two decades ago.

Since then, he had wandered around Golarion seeking out knowledge of all kinds. It was, in part, an attempt to stave off The Bleaching, the malady that affected many gnomes. It was also curiosity. Mervyn found the varied peoples of Golarion fascinating and could not but help to find out what drove them to do the things that they did.

And so, he found himself in the small coastal town of Sandpoint. He had only just arrived less than an hour ago and thought that the first order of business would be to locate both the local inn and the library.


4d6 ⇒ (1, 5, 1, 4) = 11

Rolling for starting wealth, and amending character sheet to suit the game.


I'd be interested, with this character here. I understand I may need to amend abilities to fit your own character creation rules (the rules for the game I created him for was 4d6, drop lowest).


I'd like to present Mervyn the Scrivener; while the profile is level 1 I can easily update it to level 4 if the character is selected.

For Curse of the Crimson Throne in the second book, I would foresee that Mervyn has arrived to study the riots that have recently happened and also to seek entry into the Academae to use their library. From there, he would get caught up in the madness happening around him.


I'd be interested in putting forward Mervyn the Scrivener, a Gnomish Inquisitor of Magdh who has devoted his life to the seeking out of knowledge in order to stave off the Bleaching.

Mervyn's rarely uses the rest of his name, finding that travelling as Mervyn the Scrivener often opens up avenues of knowledge discovery he might have not otherwise been able to take.

4d6 ⇒ (3, 4, 3, 4) = 14
4d6 ⇒ (3, 1, 5, 3) = 12
4d6 ⇒ (6, 5, 5, 2) = 18
4d6 ⇒ (4, 6, 5, 6) = 21
4d6 ⇒ (5, 5, 6, 2) = 18
4d6 ⇒ (5, 1, 6, 5) = 17

Mervyn has come to Sandpoint in search of new knowledge, the insatiable thirst that drives him attracted to the Swallowtail Festival. In his earlier years, Mervyn became something of a scholar in Ancient Thassilon and the chance to uncover some new snippet in a location so close to the ancient empire spurs him on as well.

While in Sandpoint, he shall offer his services as a scribe and repairer of books, no doubt trying to build relationships with the local scribes, spellcrafters and historians.

Description
Mervyn is a grey-haired gnome, odd in one so young, but he rarely complains as he feels it adds a bit of mystery to him. He wears a well-kept scholar's outfit over his armour and usually prefers to walk with his switchscythe, stowing his longbow in the pack saddle of his donkey, Quill.

Personality
Mervyn is an even-tempered gnome, slow to anger and one who usually looks at a situation from all angles before acting. Once he is set upon his course of action, however, it is difficult to move him from it. This is typically not a sign of stubbornness but more a sign that he has thought about his plan and settled on this being the most pragmatic, within the statutes of the law.