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Organized Play Member. 17 posts (43 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 3 aliases.


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I need to withdraw Corren from this, sadly. My schedule is shifting and the campaigns I'm currently in are going to occupy most of my time.


I almost apped Corren as a Spellslinger. The class had me -really- interested in it but ranger worked better for her backstory. I have the 'slinger template saved for later use, though.


One thing I haven't been able to find an answer on:

Are vocals considered an instrument as far as proficiency goes or are they specifically instruments? I'll add the other two instruments he's proficient with once I work the answer out since vocals will be one if its an 'instrument' when it comes to singing and whatnot.

Torrinaraxis:

Chaotic Good Male Copper Dragonborn
HP 8 AC 14
Speed: 30ft Init: +4

Rapier +4 (1d8+3 [Finesse])
Dagger+4 (1d4+3 [Finesse]) {20/40}
Light Crossbow +4 {80/320} (1d6 +3)

STR 9 (-1) [8+1]
DEX 16 (+3)
CON 14 (+2)
INT 15 (+2)
WIS 11 (+0)
CHA 18 (+4) [17+1]

Saving Throws: Intelligence, Charisma
Skills: History, Performance, Persuasion, Deception, Search, Insight
Armor: Light armor
Weapons: Simple weapons, Hand Crossbows, Light Crossbowns, Longsword, Rapier, Shortsword
Tools: Musical Instruments (Lute, , )

Background - Minstrel:
Noted Performer- Perform at inn/tavern for free room & board.

Racial Abilities:
Draconic Ancestry- Copper
Breath Weapon- 2d6 Acid, 5x30ft line vs Dex, 1/2 dmg on save.
Resist Acid

Class Features:
Bardic Knowledge- Treat Arcana, History, Nature, & religion checks below 9 as 10.

Bardic Performance-
Call to Battle- +1d4 melee/ranged damage within 25ft
Inspire Competence- +prof bonus to all checks with one ability within 25ft

Equipment:
Leather armor, rapier, (3x)dagger, musical instrument(lute), adventurer's kit, light crossbow, bolts (40)

Wealth: 69gp

Note- Torrin can easily run into Rasp on the way to Candlekeep, shieldwolf's Gondsman during his stay at Candlekeep, or anything else someone can think of. I left the time vague so I could worm Torrin into someone's history or them into Torrin's.

Backstory:

Torrinaraxis was hatched to a Bronze named Akrisanasessis on an isolated peak in the Cloud Peaks above Amn. Not knowing his father or even if he was another dragon or one of the smaller races, Torrin was raised entirely by his mother and her stories in his formative years. He was regaled with stories of daring humans his mother had met over her lifetime. He learned of humanity through tales of valiant soldiers, cunning rogues, and powerful wizards. He avoided humanity at his mother's request and for fear of being mistaken for a monster until he was old enough to venture forth on his own, a path his mother firmly approved of. His departure was hastened when his mother arrived with news that she too would be leaving. The blue drake Iryklathagra had discovered her lair and did not approve of the metallic dragon living so close. Torrin descended from the Cloud Peaks on dragonback and was introduced to a traveling minstrel his mother had known on his way to Crimmor.

Crimmor and later Athkaltha introduced Torrin to the side of people his mother had neglected to tell him about. Traveling with the minstril Kellen and learning to entertain crowds with his exotic appearance and a gift for weaving stories in the caravan capital of Amn introduced him to all manner of people and temperaments. He trained with Kellen in the rapier, learned to play instruments, and bolstered the man's income by adding an exotic touch to his performances few bards could match. Torrin loved the attention and thrived on it for several years as he and Kellen swapped roles as age took its toll on the man. The Dragonborn was a regular performer at several taverns in Crimmor and he had a decent, stable life.

But Torrin was restless. The people he met were by and large common traders and few matched the stories his mother had told him. He wanted to be one of those heroes, to learn more about them and eventually have his name recorded alongside similar great names. He left Crimmor when Kellen passed, his old age finally claiming him and ventured for Candlekeep. He'd heard of the fortress-library several times while in Crimmor and assumed that if he was to find heroes, some would certainly be visiting the halls. His arrival and his unique appearance were noted by Gorion.

After his entrance was secured, several of the tales his mother had told him (spiced up a bit to make them more interesting, of course) and his unique heritage serving as a replacement for a valuable tome, Gorion approached him. The scholar seemed intrigued by some of his stories but had always been more interested in the more mundane stories and information he'd learned in Crimmor and the focus had always puzzled Torrin. They visited several times, always infrequently, as Torrin poured over histories and legends in search of some legendary item he could find or a task to fulfill to add his names to those among the stories he'd heard from Kellen and his mother. If he was going to go on an adventure, he wanted it to be an epic thing.


Rasp the Rogue wrote:

Okay, I switched out the leather armor for studded leather -- paying for the difference, of course. I also purchased a crowbar for 2 Sp because you never know.

To MightyDuck,

I personally think Dragonborn work better as fighters personally. But a Barbarian could certainly be fun. But a dragonborn bard is also pretty intriguing. No real bad choices here.

I'm leaning towards a Copper Dragonborn Bard at this point. The Call to Battle performance and the Brass' inherent desire to impress people appeal to me. I was trying to stay away from fighter since donato might be making one.


4d6 ⇒ (3, 6, 2, 2) = 13 = 11
4d6 ⇒ (4, 2, 6, 4) = 16 = 14
4d6 ⇒ (5, 6, 6, 5) = 22 = 17
4d6 ⇒ (5, 2, 1, 1) = 9 = 8
4d6 ⇒ (4, 1, 6, 6) = 17 = 16
4d6 ⇒ (5, 6, 4, 3) = 18 = 15

Lets see what I get. I'm leaning towards a Dragonborn... something. Either a Barbarian or a Valor Bard.


Dotting this for interest once the kiddo goes to bed.


Voyd211 wrote:

Any reason in particular that Corren wouldn't like the kobold?

He makes a mean beer, and he's friendly, if alcoholic and obsessed with fire.

She isn't fond of alchemy, but I'm probably overstating it. She'd be uneasy around him while he was creating anything.

Aaand new statblock since I cant edit my other post, updated with the three traits and handwriting in the new, correct flaw. I went with burned, which can apply to any effects related to acid as well at your discretion, Voyd.

Correnarai:

Correnarai Visari
Female Half-Elf Ranger 1
CG Medium Humanoid (elf, human)
Init +4; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 11 (1d10+1)
Fort +4, Ref +4, Will +1; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 20 ft.
Melee Greatsword +4 (2d6+4/19-20/x2)
Ranged Longbow +3 (1d8/x3)
Special Attacks favored enemy (humans +2)
Ranger Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 17, Dex 15, Con 13, Int 12, Wis 13, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Quick Draw, Skill Focus (Knowledge [local])

Traits Elven Reflexes, Resilient, Suspicious
Flaws Burned

Skills Acrobatics -1 (-5 jump), Bluff -1 (+1 vs. humans), Climb +4, Escape Artist -1, Fly -1, Handle Animal +3, Heal +5, Knowledge (local) +5 (+7 vs. humans), Knowledge (nature) +5 (+7 vs. humans), Perception +7 (+9 vs. humans), Ride -1, Sense Motive +2 (+4 vs. humans), Stealth -1, Survival +5 (+7 vs. humans, +6 to track), Swim +4; Racial Modifiers +2 Perception
Languages Common, Elven, Orc
SQ elf blood, track, wild empathy
Other Gear Hide armor, Greatsword, Longbow, Backpack (empty), Bedroll, Belt pouch (empty), Crowbar, Flint and steel, Mess kit, Rope, Torch (10), Waterskin, 1 GP, 6 SP
--------------------
Special Abilities
--------------------
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.


Voyd211 wrote:

Interesting. I wonder how she'll get along with Korrith?

But... humanoids are analyzed by Knowledge (local), not Nature.

That is a good point and something I forgot. BUT I DONT KNOW WHAT YOU'RE TALKING ABOUT BECAUSE IT TOTALLY HASNT BEEN EDITED or will be once I figure out if its a glitch or just some weird Ranger thing.

Its a glitch. It was displaying that for all the knowledge skills I had trained for some reason. And she'll probably dislike anything Korrith does with... well, anything Korrith does.


Presenting Corren, statblock and all. I ran off the Flaws in HeroLab and since there are no separate listen or spot checks, I figured it would just be a -4 to Perception. If that doesn't work, I can make something more or less severe as the case warrants.

I can post at least once a day, probably more depending on what I have going on in college or work.

Corren's in Magnimar because she tracked down a rogue who, through events in her backstory, wound up scarring most of her face with alchemical acid. She found him and dealt with him but didn't count on the authorities being so adamant that what she did was wrong. She's accused of murder (most foul) and was only spared because of the circumstances of the murder and some parties who didn't like her victim passing a moderate 'gift' to the Lord-Mayor.

I might have written a little too much for her backstory now that I've summarized it, but I had little else to do at work.

HeroLab Statblock:

Corren Visari
Female Half-Elf Ranger 1
CG Medium Humanoid (elf, human)
Init +2; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 11 (1d10+1)
Fort +4, Ref +4, Will +1; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 20 ft.
Melee Greatsword +4 (2d6+4/19-20/x2)
Ranged Longbow +3 (1d8/x3)
Special Attacks favored enemy (humans +2)
Ranger Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 17, Dex 15, Con 13, Int 12, Wis 13, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Opening Volley, Quick Draw, Skill Focus (Knowledge [local])
Traits Resilient, Suspicious
Flaws Inattentive
Skills Acrobatics -1 (-5 jump), Bluff -1 (+1 vs. humans), Climb +4, Escape Artist -1, Fly -1, Handle Animal +3, Heal +5, Knowledge (local) +5 (+7 vs. humans), Knowledge (nature) +5, Perception +7 (+9 vs. humans), Ride -1, Sense Motive +2 (+4 vs. humans), Stealth -1, Survival +5 (+7 vs. humans, +6 to track), Swim +4; Racial Modifiers +2 Perception
Languages Common, Elven, Orc
SQ elf blood, track, wild empathy
Other Gear Hide armor, Greatsword, Longbow, Backpack (empty), Bedroll, Belt pouch (empty), Crowbar, Flint and steel, Mess kit, Rope, Torch (10), Waterskin, 1 GP, 6 SP
--------------------
Special Abilities
--------------------
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Opening Volley Successful ranged attack grants +4 on next melee attack roll
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Background:

Correnarai was unremarkable for most of her formative years. Her father and mother were old adventuring companions who retired after a particularly terrible expedition into an abandoned tomb cost her father a leg. The family eventually settled in Wartle where her mother was able to provide the family a modest income as a trapper and guide in and around the frontier town. Corren grew up under the constant tutelage of her parents and had developed into a skilled tracker when she began to work independently from her mother. The fledgling ranger's defining moment came when one of her parents' old enemies predictably came looking for revenge. Corren woke to an intruder breaking into her family's home and instinctively moved to defend her home. The fight was brief and ended when the intruder tossed a viol of acid into Correnarai's and fled back into the marsh.

She suffered extensive burns along the lower half of her face that took nearly three months to properly heal even with the aid of a cleric. Her face was permanently scarred as a result of the attack and the half-elf found little comfort in her parent's reassurances. She learned her attacker's name during the course of her recovery and the story behind his grudge with her parents, a feud over loot from the same tomb that took her father's leg, and decided on a course of action.

Corren prepared herself as she recovered, secreting away the supplies she would need to pursue the rogue and making every effort not to clue her parents in on her plan. The young ranger wanted revenge on her attacker and set out with her father's sword as soon as she was able for Maginmar to intercept her attacker. The journey took far longer than was normal due to weather, bandits, and simple inexperience on the half-elf's part and she stumbled into Magnimar unprepared for the bustle of city life. Though she found a place to stay on her arrival, the ranger found herself ridiculed for her appearance and looked down on for her ancestry that began grinding her nerves down farther than her journey to the down had.

Her frustration, irritation, and plain bad fortune all came together when she found her attacker half drunk in a tavern. Corren struck without thought and slew the man where he sat, semiconscious, in the corner of the bar. The act of justified revenge looked like foul murder to most of the other patrons and the guards were quickly summoned to detain the crazed half-elf. Corren tried to explain her case several times but it took revealing her face to make the guards even consider her tale at all. Still, she had broken the law and was arrested to be judged at a later date.

Her sentencing came and when Corren pleaded her case, along with several testimonies as to the nature of her 'victim,' the ranger was given one option to avoid execution in light of her motivations: serve the Order of Tears.


Definitely interested. I'm whipping up a ranger now and should have it up in the next hour or so.


I'd be interested regardless of the system.


Going to roll my stats here and promptly set up an alias and character for you to review.

Set 1
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (4, 4) + 6 = 14

set 2
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (5, 4) + 6 = 15

Lets see what rolls come up, editing with my choice asap.

Edit - Looks like Set 2 is my best bet. Those lovely 15s will warrant some fun times. I'm eying either an Unbreakable Fighter unless #33 is doing something similar


Color me interested! Alias and character will be in the works as soon as I hit the post button.


I'll be running a Smuggler if I get accepted, which I will (of course) make an Alias for before gameplay starts.

Kataran Var:

Kataran Var
Dropbox Link for HeroLab

Female Human (Chelaxian) Rogue (Smuggler) 1
CN Medium Humanoid (human)
Init +9; Senses Perception +4
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 8 (1d8)
Fort +0, Ref +5, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +3 (1d4/19-20/x2) and
Dagger +3 (1d4/19-20/x2) and
Rapier +3 (1d6/18-20/x2)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 10, Int 14, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 13
Feats Improved Initiative, Weapon Finesse
Traits Eye for Plunder, Reactionary
Skills Acrobatics +7, Appraise +7, Bluff +7, Climb +4, Diplomacy +7, Disguise +7, Escape Artist +7, Perception +4, Profession (sailor) +4, Sleight of Hand +8, Stealth +7, Swim +4
Languages Common, Elven, Orc
SQ conceal item +1
Other Gear Leather armor, Dagger, Dagger, Rapier, 116 GP
--------------------
Special Abilities
--------------------
Conceal Item +1 Can use sleight of hand to conceal items in container or room, not just on the body.
Eye for Plunder +1 to Perception to find concealed/secret objects (including doors/traps).
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
--------------------

Backstory:

Kataran wasn't a smuggler by birth or trade originally. As the daughter of a moderately successful river trader in Cheliax, she was exposed to her father's business from an early age but led an otherwise mundane childhood. Set to take the helm of the business alongside her father when she came of age, Kataran began accompanying her father's merchandise on barges and caravans.

During one such barge that carried the cargo for a particularly lucrative deal between her father and another river trader, river raiders assaulted the floating convoy and effectively wiped out most of her father's ability to conduct any meaningful business deals. The aftermath of the attack saw Kataran narrowly escaping capture and returning to her father with what little remained of his merchandise.

Her father's declining business saw more and more shady characters approach the businessman and before she knew it, Kataran was riding with much more illicit cargo. As she grew older she grew tired of living in her father's shadow. She struck out as a freelancer, offering her skills and experience to the highest bidder. Her first contract went well and she soon found herself spending the gold from her first successful job in Port Peril.

Which, of course, was when someone spiked her drink and knocked the smuggler out cold.


Definitely interested in this. I'll toss up a character later tonight, probably a rogue of some shape. I've never played S&S but I have the books and it looks fun.


I just saw this post and I'm working on a character to submit if you're still looking for people.


I'd like to sign up as well if you'll have me. It'll be my first time playing a campaign via post and I've always wanted to give it a shot.