Sanvil Trett

Milo Hanse's page

30 posts. Alias of DBH.


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Male Human Arcanist 3. AC12/16(Mage armor). HP 20. T12. FF10. F +2. R +2. W +2. Init +3. Per +6

Team Murderbait:

Milo perks up a bit at the thought of visiting a tea shop. There was a good chance of meeting attractive young ladies in such places. He did try to stay professional though. "I would like to visit the murder sites, between our various abilities we could turn up some sort of lead."


Male Human Arcanist 3. AC12/16(Mage armor). HP 20. T12. FF10. F +2. R +2. W +2. Init +3. Per +6

Team Murderbait:

Spellcraft: 1d20 + 11 ⇒ (7) + 11 = 18 Just squeaked in.

Having a spell in his memory that could render the Invisibility 10' radius worthless Milo isn't impressed. He remarks to the air. "Profiting off the misery of others while claiming you can't change the causes? A weak excuse, especially for one who makes his profits off children."

He joins the others as they leave. "Still, in the end dead men don't need lawyers." Having now met the infamous Fagen Milo isn't impressed.


Male Human Arcanist 3. AC12/16(Mage armor). HP 20. T12. FF10. F +2. R +2. W +2. Init +3. Per +6

Team Murderbait:

Don't worry about the talking. Milo is happy to leave to street level stuff to the experts. He'll pipe up if it's something Arcane, or anything his various Knowledge's are useful for.


Male Human Arcanist 3. AC12/16(Mage armor). HP 20. T12. FF10. F +2. R +2. W +2. Init +3. Per +6

Team murderbait:

Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Milo casts Mage armor on himself before entering. He makes sure his wands are loose and easy to reach in his sleeves. While Fagen is talking Milo spends his time trying to pick out all those pointing weapons at the team?


Male Human Arcanist 3. AC12/16(Mage armor). HP 20. T12. FF10. F +2. R +2. W +2. Init +3. Per +6

Team Murderbait:

"He sounds like a person who needs to dance on the end of a rope, whether he knows anything or not? So yes, lets find him and have a chat." Milo says agreeably.


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Male Human Arcanist 3. AC12/16(Mage armor). HP 20. T12. FF10. F +2. R +2. W +2. Init +3. Per +6

Team Murderbait:

"Hmmm. I believe that cold iron weapons are best for dealing with the Fey." Milo recommends. "And they don't like direct confrontation, much preferring illusions and stealth."


Male Human Arcanist 3. AC12/16(Mage armor). HP 20. T12. FF10. F +2. R +2. W +2. Init +3. Per +6

Team Murderbait:

Milo grimaces. "A very nasty type of Fey. They look like small old men wearing metal boots and red caps. Which they color by dipping in the blood of their victims. You can see what made me think of them. I do believe they fear the holy symbol of a good god though?"


Male Human Arcanist 3. AC12/16(Mage armor). HP 20. T12. FF10. F +2. R +2. W +2. Init +3. Per +6

Team Murderbait:

Milo blinks at the rhyme. "How... charming." He mutters it to himself. "Fairies? The Fey in other words. The first sounds something like a Redcap, but I'm at a loss what the others could be?"

Milo thinks over what he knows of the Fey for any hints as to what could be doing the killing?
Knowledge Nature: 1d20 + 9 ⇒ (14) + 9 = 23


Male Human Arcanist 3. AC12/16(Mage armor). HP 20. T12. FF10. F +2. R +2. W +2. Init +3. Per +6

Team Murderbait:

Milo nods but doesn't seem to be worried by Sweetchucks revelations.

"Very unpleasant, but why would this Fagen be murdering members of his own gang?"


Male Human Arcanist 3. AC12/16(Mage armor). HP 20. T12. FF10. F +2. R +2. W +2. Init +3. Per +6

Milo glances over as Spiegel growls in Orcish. He raises an eyebrow.

Orcish:

"Well said."

Just had a check of my character sheet. Milo has 10 languages! He must be a cunning linguist. :)


Male Human Arcanist 3. AC12/16(Mage armor). HP 20. T12. FF10. F +2. R +2. W +2. Init +3. Per +6

Milo has been lost in pleasant thoughts of his 'study buddy', but pulls his mind back to more urgent matters with a sense of duty.

I'll go with Spiegel and Sweetchuck. He says. "I have a spell that may give us some information if we have a murder scene.


Male Human Arcanist 3. AC12/16(Mage armor). HP 20. T12. FF10. F +2. R +2. W +2. Init +3. Per +6

Milo happily shows up at the right time, bringing a small gift of a reasonably rare book he has found in his collecting for his own library.

Seduction of the mind:

Knowledge Arcana: 1d20 + 19 ⇒ (3) + 19 = 22
Knowledge Dungeoneering: 1d20 + 9 ⇒ (20) + 9 = 29
Knowledge Engineering: 1d20 + 9 ⇒ (1) + 9 = 10
Knowledge Geography: 1d20 + 9 ⇒ (19) + 9 = 28
Knowledge History: 1d20 + 9 ⇒ (14) + 9 = 23
Knowledge Local: 1d20 + 9 ⇒ (20) + 9 = 29
Knowledge Nature: 1d20 + 9 ⇒ (3) + 9 = 12
Knowledge Nobility: 1d20 + 9 ⇒ (15) + 9 = 24
Knowledge Planes: 1d20 + 9 ⇒ (12) + 9 = 21
Knowledge Religion: 1d20 + 9 ⇒ (11) + 9 = 20

The fact that Tracy is very intelligent is as much an attraction for Milo as her looks. He doesn't try to copy the manners of the nobility, he talks to her as an intellectual equal. But if she flirts he flirts right back. :)


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Male Human Arcanist 3. AC12/16(Mage armor). HP 20. T12. FF10. F +2. R +2. W +2. Init +3. Per +6

Milo accepts happily. Consequences? What are those?


Male Human Arcanist 3. AC12/16(Mage armor). HP 20. T12. FF10. F +2. R +2. W +2. Init +3. Per +6

Milo shrugs, he knows he could have done better, but thinks the lack of clear direction worked against the group. No one was placed in command, and it was the first time everyone had worked together. So everyone ran off to do what they were best at.


Male Human Arcanist 3. AC12/16(Mage armor). HP 20. T12. FF10. F +2. R +2. W +2. Init +3. Per +6

Milo helps Sven secure the prisoners, he is careful to go over them with Detect magic to make sure they don't have any hidden items that might help them escape. "Not all of us can get away with throwing fire or acid around crowded rooms. Especially those filled with stuffed shirts." He whispers to Sven when he hears Tracy's words.


Male Human Arcanist 3. AC12/16(Mage armor). HP 20. T12. FF10. F +2. R +2. W +2. Init +3. Per +6

Google docs is good for mapping I've found. Copy the map you want into the drawings section. Copy the players icons, make it editable by anyone with the link and they can move themselves where they wish to be.


Male Human Arcanist 3. AC12/16(Mage armor). HP 20. T12. FF10. F +2. R +2. W +2. Init +3. Per +6

Milo drops the Grease spells when ordered, wincing a bit at the Hand crossbow bolts stuck in him. He nods gratefully when Alan heals his wounds, still a little shell-shocked by how everything happened so quickly.


Male Human Arcanist 3. AC12/16(Mage armor). HP 20. T12. FF10. F +2. R +2. W +2. Init +3. Per +6

Milo will keep an eye on Spindleshanks, but take the chance and cast Grease on Pyro's bat.

If it has some form of rigging or saddle that's where the spell will go. I'm hoping that will mean Pyro falls off the bat, or finds it difficult to ride. DC16 to stay mounted.


Male Human Arcanist 3. AC12/16(Mage armor). HP 20. T12. FF10. F +2. R +2. W +2. Init +3. Per +6

Fort: 1d20 + 2 ⇒ (12) + 2 = 14
Fort: 1d20 + 2 ⇒ (17) + 2 = 19

Huh, I actually made two fort saves?


Male Human Arcanist 3. AC12/16(Mage armor). HP 20. T12. FF10. F +2. R +2. W +2. Init +3. Per +6

Milo seeing Spindleshank will place a Grease at his feet. Hoping to get him off his feet. DC16 to stay standing.


Male Human Arcanist 3. AC12/16(Mage armor). HP 20. T12. FF10. F +2. R +2. W +2. Init +3. Per +6

Milo is scanning for Spindleshank. The Darkness is clear evidence he's around and Milo wants to stop him casting again.


Male Human Arcanist 3. AC12/16(Mage armor). HP 20. T12. FF10. F +2. R +2. W +2. Init +3. Per +6

Milo moves until Pyre is withing 30 feet and blasts her with his Lightning lance as she comes through the skylight.

Attack Ranged touch + PBS: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Damage?: 2d6 + 2 + 1 ⇒ (3, 2) + 2 + 1 = 8

"No bombs inside please."


Male Human Arcanist 3. AC12/16(Mage armor). HP 20. T12. FF10. F +2. R +2. W +2. Init +3. Per +6

Gm Rolling works for me.


Male Human Arcanist 3. AC12/16(Mage armor). HP 20. T12. FF10. F +2. R +2. W +2. Init +3. Per +6

Milo nods gratefully to Ruth. "Thank you." He says, ignoring the now familiar 'Twinklefoot' tag.

He will cast Detect magic and scan the room for any signs of magic being used or prepared.

Perception: 1d20 + 6 ⇒ (3) + 6 = 9 Oh joy.


Male Human Arcanist 3. AC12/16(Mage armor). HP 20. T12. FF10. F +2. R +2. W +2. Init +3. Per +6

Milo hasn't had anything to drink. He's on duty!

"Ah." He states brilliantly when people start slumping to the ground. "This way milady." He politely suggests, leading Tracy towards Sven.

When S.W.A.T warns him about the skylights he grimaces and casts Mage armor on himself, as trouble seems to be arriving. Making sure he stands between Tracy and any skylight.

It's a real struggle to find anything with this new setup isn't it?


Male Human Arcanist 3. AC12/16(Mage armor). HP 20. T12. FF10. F +2. R +2. W +2. Init +3. Per +6

I think we do need to pick an Officer to take charge of the group. At the moment we're all wandering around the party and no one knows who is where?

A map of the Grande so we can set positions would be helpful as well.

Despite how it may look Milo is covering the Heiress for professional reasons. :)


Male Human Arcanist 3. AC12/16(Mage armor). HP 20. T12. FF10. F +2. R +2. W +2. Init +3. Per +6

Gm_Solspiral. How many Skylights are there?

Milo wanders about vaguely, when he reaches She Who Always Tries (I see what you did there.) He quietly asks her. "If you see anyone coming in through the skylights let me know. I'll make them slippery which should make them take a fall."

He has a few quiet words with Ruth Hightower, who he's always found to be a nice person.

Once he's done that Milo will stick close to Tracy Belladame, acting like an admirer, but discussing interesting books when it's possible. Milo thinks a young heiress would be a target for kidnapping and ransom.


Male Human Arcanist 3. AC12/16(Mage armor). HP 20. T12. FF10. F +2. R +2. W +2. Init +3. Per +6

Knowledge Local: 1d20 + 9 ⇒ (9) + 9 = 18
Knowledge Engineering: 1d20 + 9 ⇒ (15) + 9 = 24
Knowledge Geography: 1d20 + 9 ⇒ (5) + 9 = 14
Knowledge Local: 1d20 + 9 ⇒ (19) + 9 = 28
Knowledge Local: 1d20 + 9 ⇒ (1) + 9 = 10

Milo made all but the first Knowledge check.

Milo perks up when a party is mentioned, "A Wizard heiress? I'm sure we'll have much to discuss." He says dreamily.

Realizing his fantasies will not be looked on favorably he pulls himself together. "The Grande has two stairwells leading up to the penthouse. Four balconies, and skylights in the roof. The rear of the building backs on the a bridge over the river. That would be a possible escape route? The named gang members are the leaders as such, they will have more. Also they do use humans as insiders, so the waitstaff or guests might be part of this affair?"

A good textbook analysis, but Milo was good at that, it was the more practical matters that caused him trouble.


Male Human Arcanist 3. AC12/16(Mage armor). HP 20. T12. FF10. F +2. R +2. W +2. Init +3. Per +6

Sounds a bit rough to me, perhaps a fracas in a teashop would be better to start with?

Milo is firmly set on the Twinklefoot path, a lifetime of study and practicing magic has left him sadly under prepared for the streets.

Checks spell list. Burning disarm against Brawlers?


Well here his is, after bumbling around indecisively doing his shopping.

Crunch:

Dane Morrow. Male Half-Elf; Medium Humanoid ( Elf, Human ) Universalist5

Hit Dice: (5d6)+6, Hit Points: 32

Initiative: +8

Speed: Walk 30 ft.

AC: 15 (touch 14, flatfooted 11)

Attacks: *Club +1 +5; *Club +1 (Thrown) +7;
Damage: *Club +1 1d6+3; *Club +1 (Thrown) 1d6+1;

Vision: Low-Light Vision

Special Attacks: Hand of the Apprentice

Special Qualities: Adaptability, Arcane Bond, Arcane School, Bonus Feats, Cantrips, Elf Blood, Elven Immunities, Familiar, Familiar's Alertness ability active, Improved Initiative, Keen Senses, Low-Light Vision, Multitalented, Universal School, Weapon Focus

Saves: Fortitude: +2, Reflex: +5, Will: +3

Abilities: STR 14 (+2), DEX 18 (+4), CON 12 (+1), INT 19 (+4), WIS 8 (-1), CHA 10 (+0)

Skills: Acrobatics +7, Appraise +9, Artistry +4, Climb +2, Craft (Carpentry) +8, Craft (Ships) +8, Craft (Untrained) +4, Escape Artist +4, Fly +8, Heal -1, Knowledge (Arcana) +12, Knowledge (Dungeoneering) +9, Knowledge (Engineering) +9, Knowledge (Geography) +9, Knowledge (History) +9, Knowledge (Local) +8, Knowledge (Nature) +8, Knowledge (Nobility) +9, Knowledge (Planes) +9, Knowledge (Religion) +9, Linguistics(Dwarven) +8, Perception +3, Profession (Fisherman) +3, Profession (Gambler) +3, Profession (Sailor) +3, Ride +4, Sense Motive +1, Spellcraft +10, Stealth +4, Survival +4, Swim +9,

Feats: Alertness, Combat Casting, Elemental Spell (Cold), Improved Initiative, Scribe Scroll, Skill Focus (Knowledge (Arcana)), Weapon Focus (Spells (Ray))

Alignment: Neutral Good

Possessions: Hat (Common/Leather); Bracers of Armor +1; Club +1; Outfit (Traveler's); Handy Haversack; Survival Kit (Masterwork); Bedroll; Blanket (Winter); Coffee (Cup); Coffee Pot; Crowbar; Grappling Hook, Common; Grooming Kit; Hammer; Iron Spike; Lantern (Bullseye/Waterproof); Oldlaw Whiskey (Bottle); Powdered Milk; Rations (Trail/Per Day); Rope, Spider Silk (50 ft.); Scroll Case; Shaving Kit; Soap (per lb.); String (50 ft.); Wire Saw (Common); Artisan's Tools (Carpentry/Masterwork); Belt Pouch; Compass; Fishhook; Sewing Needle; Waterproof Bag; Ink (1 oz. Vial); Inkpen; Stationery; Hip Flask; Smoked Goggles; Spellbook (Wizard's/Blank);

Wizard - Spells per Day: (4/4/3/2/0/0/0/0/0/ DC:14 + spell level); Known: Level 0: Haunted Fey Aspect, Message, Resistance, Mending, Touch of Fatigue, Mage Hand, Open/Close, Arcane Mark, Light, Ghost Sound, Daze, Dancing Lights, Bleed, Acid Splash, Read Magic, Flare, Ray of Frost, Detect Poison, Prestidigitation, Disrupt Undead, Spark, Detect Magic Level 1: Alter Winds, Grease, Mage Armor, Magic Missile, Monkey Fish, Protection from Evil Level 2: Create Treasure Map, Darkvision, Glitterdust, Mirror Image, Scorching Ray Level 3: Fireball, Haste, Water Breathing

And here is his familiar.

Rufus:

RUFUS

Male Familiar Monkey animal 1

None tiny animal/magical beast (familiar, augmented magical beast, familiarbase)

Init +2; Senses Low-Light Vision, Perception +5,

Languages Dwarven, Empathic Link, Speak with Master,

AC 17, touch 14, flat-footed 15
hp 16 (1HD)

Fort +2, Ref +4, Will +5

Speed 30 ft. (6 squares) Climb 30 ft.

Melee bite +6 (1d3-4)

Face 2.5 ft. Reach 0 ft. Base Atk +2; CMB +2; CMD 8

Abilities Str 3, Dex 15, Con 10, Int 8, Wis 12, Cha 5

Special Qualities Alertness, Deliver Touch Spells, Empathic Link, Improved Evasion, Low-Light Vision, Share Spells, Speak with Master,
Weapon Finesse,

Feats Weapon Finesse

Skills Acrobatics +10, Appraise +1, Artistry -1, Bluff -3, Climb +16, Craft (Untrained) -1, Diplomacy -3, Disguise -3, Escape Artist +2, Fly +10, Heal +1, Intimidate -3, Knowledge (Arcana) +1, Knowledge (Dungeoneering) +1, Knowledge (Engineering) +1, Knowledge (Geography) +1, Knowledge (History) +1, Knowledge (Nobility) +1, Knowledge (Planes) +1, Knowledge (Religion) +1, Perception +5, Perform (Untrained) -3, Profession (Fisherman) +2, Profession (Gambler) +2, Profession (Sailor) +2, Ride +2, Sense Motive +1, Spellcraft +2, Stealth +10, Survival +2, Swim +8,

Possessions

Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.

Deliver Touch Spells (Su) If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Mod Deliver Touch Spells
Mod Empathic Link
Mod Familiar ~ Alertness
Mod Improved Evasion
Mod Share Spells
Mod Speak with Master

Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Speak with Master (Ex) If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Weapon Finesse You can spend 2 stamina points to negate the penalty on attack rolls from your shield's armor check penalty until the start of your next turn.

And the gritty details.

Story:

Dane was born in a small port town, just another sailors unwanted bastard.

He survived a rough childhood, mainly by being faster, and smarter than his peers. Learning to read and write when placed in an orphanage for a time.

Stumbling across a long forgotten apprentices spellbook changed his life, he discovered his talent for magic and worked hard to refine it. First by performing tasks for local Wizards, then by hiring on as a ships mage.

Since then he's found a love for travel, never having bothered to return to his home port. There is nothing there for him anyway.

He's picked up many skills to survive on ship, either by magic or by hand and continues to enjoy living from job to job, just seeing whats on the next island.

Dane is a tall, lean Half-elf, with a cheerful face, showing the tan of a longtime sailor. He is always ready to help a friend, but can get into trouble thanks to a lack of common sense.

Like his familiar Rufus, Dane has an almost insatiable sense of curiosity and tends to stick his nose anywhere he finds interesting, regardless of the dangers involved!