Chivane

Natalie Saratov's page

396 posts. Alias of Jesper Roland Sørensen.


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A lot of good intries, it is gonna be a tough cut to choose players. I'm looking forward to the results good or bad. :)


I am thinking on taking the feat butterfly sting if anyone has chosen to use a big two hander. As a rogue I useal don't get alot out of my crits and I like to give them to others.


cuatroespada wrote:
GM Mustache wrote:
No...it would be up the group to decide that, not me. Practically speaking, the best ruler is going to be the person with the highest Charisma.
right, but i imagine most people go into this with an idea of where they want their characters to fit in. i figured someone would build charisma oriented with being the leader in mind, but wasn't sure if you planned to consider that stuff when you put a party together. also, not sure how much the different roles actually affect anything in the AP.

It affects the different rolls we make doing the kingdom phases. Other than that, I think it mostly affects how we do the roleplaying forward.


I'm an acountant so I'm used to working like that, I've just not looked at it yet because I'm preparing to send my group through the end of Hell's rebels book 4.


GM Mustache wrote:

I had to listen to the theme song. Utterly cheesy and terrible, and sounds perfect for a doofy ooze. Your choice, you can develop it if you would like! It does make sense that this expedition would be chance for something this reviled to make a new home.

Retraining: I would allow retraining of feats, and other selectable little things, for some type of gold penalty cost. Maybe I would require a certain building to be built in a city, like a University. But I think retraining level selection would be too much, as that is character defining. Also, any prestige class will be out in the future a good while, (right? they don't usually happen until after levels 5-7) so you have time to decide as you go.

I'm fine with those rules just wanted to ask first, so I knew if I could retrain a feat or skill to match what the prestige class requires.


Question: How do you look on prestige classes and retraining?
I like to use them and sometimes I want to try somerhing new only to learn it doesn't fit as well with my concept as I thought.


I've finished adjusting to your rules and level 1.


GM Mustache wrote:
Natalie Saratov wrote:
I have this character which I made for an old Kingmaker which sadly closed down a short time after I joined. I want to use her again if possible and experince the story from the beginning, she is made with 15 pts, so I only have to do some slight adjustments. My idea for her is a spy rogue which would later go into the Noble scion or Spymaster prestige class depending on how her story unfolds and what you'll allow. :)
Yes, past kingmaker experience is allowed as long as players didn't run it from beginning to completion and they are careful to not metagame.

I joined the previous game at 6th level and only played untill the start of 7th level, so I think I can only have played a part of one the second or third book, I can't really remember much we had a run-in with some random encounter and did a little Kingdom building.

I did enjoy the AP and really wants to play it from start to finish.


I have this character which I made for an old Kingmaker which sadly closed down a short time after I joined. I want to use her again if possible and experince the story from the beginning, she is made with 15 pts, so I only have to do some slight adjustments. My idea for her is a spy rogue which would later go into the Noble scion or Spymaster prestige class depending on how her story unfolds and what you'll allow. :)


I like to dot for interrest, I've been looking for a good game to try a sorcerer or eldritch scoundrel.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

Alluria Shadowtouch:

Alluria Shadowtouched
Female half-elf gestalt unchained rogue / ranger (guide) 1
NG Medium humanoid (human, elf)
Init +6; Senses low-light vision; Perception +8
-------------------------------
Defense
AC 17, touch 14, flat-footed 13 (+4 Dex, +3 Armor)
hp 12 (1d10+2)
Fort +5, Ref +6, Will +2; +2 vs. enchantments
Defensive: Immune to magical sleep,
-------------------------------
Offense
Spd 30 ft.
Melee: +5
Ranged: +5
Special: sneak attack +1d6
-------------------------------
Statistics
Str 11, Dex 19, Con 14, Int 12, Wis 14, Cha 8
Base Atk +1; CMB +1; CMD 15
Feats Skill focus (survival),
Skills (1*9): Acrobatics (1) +8, disable device (1) +8, knowledge local (1) +5, perception (1) +8, sense motives (1) +6, survival (1) +9, stealth (1) +8, swim (1) +4, knowledge nature (1) +5, wild empathy +1
Background: Knowledge Geography (1) +5, handle animal (1) +3
Languages Common, elven, draconic,
SQ: Finesse training, track +1, trapfinding +1
Trait: Reactionary, rostlander,
Combat Gear: 300gp

-------------------------------
Special Abilities
Ranger's focus (Ex): At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the Ranger’s focus until it is reduced to 0 or fewer hit points or surrenders, or until the Ranger designates a new focus, whichever occurs first. The Ranger gains a +2 bonus on attack and damage rolls against the target of his focus.

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse
(such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier.

Blended View (2 RP): Prerequisite(s): low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Half-elves can take this trait in place of multitalented.

This is my overall idea, I'll finish equipment and background once over the weekend, just have to decide if we need a 2hander or a 2 weapon fighter.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

It seemed ok, but I like the bonus feats so I don't have to use all the regular feats on making me better in combat


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

I think I'll end up picking another archetype, giving up all favored enemies and bonus feats removes some of the reason I want the ranger to mix with rogue.
I can live without the favored enemy but the bonus feat is what is important for me specialy when building two weapon fighting.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

The warden alone gets to 11 terrains and only 10 to choose from discounting each of the other planes, I hope we don't have to visit those :p Think I might miss favored enemy if I choose on a two wepaon build, but a two handed might not miss it too much


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

So he almost gets every terrain posiible


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

I think 5 gestalt should be enough for this, who is the 5th? I only see me, Lessah, Riku and Corwin.
I have decided on my character and will have him up in this weekend. I tried to build around an arcane caster but I just couldn't make seems fun to me to play so I have decided on a Ranger/Unchained Rogue.

The ranger Warden archetype seems to replace favored enemy with another favored terrain, but the normal version at level 3 is not being replaced with anything, should we work around that somehow or does he just have a loads of favored terrains?

The class I don't fix can that dip in a prc and return to the normal class?


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

Mdt would you be open to let the bloodrager use the unchained rage version to do bloodrage?


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

I think the herald caller seems more fun then the cardinal, and with arcanist you're going to have a decent int and +2 background skills, you should quickly get 9+ skills per level.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

If you like more skill points and you want the cleric for the "priesty" vibe, look at the Cardinal archetype from UI, it gives you 6 + int, but removes one domain and your bab becomes 1/2 your level.

I'm not so sure yet I have to many ideas but I'll end with either a duelist type or spear fighter.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

Are you gonna go with the cleric or int caster Lessah?

I'm thinking to go with either magus or bard/mesmerist with the fighter, just can't decide :p


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

Well that makes things a little more fun, might have to rethink what weapon I want to use now


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

Mdt, would you allow fighters who replaces weapon training with a more specific version to still pick advanced weapon training?
I'm sure the brawler's close combatant would not count but what about the dragoon's spear training or the learned duelist's duelist training?


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

Riku I was looking at your archer to see how much I would need to be a damage dealer with this group and noticed you might have forgot to take the -2 on con from tengu


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

If you are set on the archer, I think I'll end up with a bard/figther for either our 2h smasher or a disabler with trip/disarm and spells


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

Yeah the psychic casting is a bit different, that's why I thought to stay at some range might be good. Close up in melee it would be better for me to buff up before I go in if I decided that, and the mesmerist does offer some alternatives on that point.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

I was thinking to par the Vizier with the lore warden for a whip maneuver specialist. Somehow all will bow to me in the end!

I'm trying to make sense of the psychic casting to see if melee is good to mix with it.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

I also have some ideas, but like to try the mesmerist, only problem is I have to put the 8 in str or dex.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

If we kill things before they get to Corwin it shouldn't be a problem, I'm just considering things out loud with the rest of you


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

Sounds interesting, I was thinking that we maybe would need something to stand next to Corwin, don't know if he wants to stand alone in front


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

I'll be uploading a crunch tonight, I have planned on a vizier mesmerist and trying to find a decent second class to work well with it.
I had hoped to see what Lessah was going with so I could decide on caster or melee focus.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

Ah yeah I actually forgot about the curse feature.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

Corwin it looks like you have 2 more orisons the useal for level 1 and you miss a first level spell, oracles can choose all cure or inflict wound spells to add to the known list form level 1.

Looks like I'll be doing the sneaky skill monkey again :) now I just have to settle for rogue/mindblade or rogue/druid.

mdt: If I choose the druid would you allow natural weapons to count as one for the unchained weapon finesse dex to dmg? or do I have to pick one natural weapon at a time?


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7
Seth86 wrote:

Str not needed. And dex helps for skills and AC.and initiative. So not redundent. I get to add my WIS to damage later

If we lack talky character. I have a bard/trickster build that will be great for face

What gives you Wis to damage later?


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

No str for Riku? :p by level 3 your dex is abundant

Stat array 3 seems to be superior to the others, more flexiable to working around negative race modifiers and still get decent main stats.
I think on making a rogue/mindblade magus or something big bad frontline/tanky


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

I will play around with the arrays and my ideas.
What races and classes do you allow?


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

I think sage sorcerer uses int, you want the wildblood version of celestial for that combo


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

Class Skills

Take the number of skill points gained per level from whichever class grants more skill points, and consider any skill on either class list as a class skill for the gestalt character. For example, a gestalt barbarian/bard would gain skill points per level equal to 6 + Int modifier (and have four times this amount at 1st level)

The last part here seems a little bit strange to me, does a bard then have 24 + int points or how is that meant?


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

It was just examples to learn how the gestalt would be working, I might want to keep with the rogue I have now, or maybe just her personality and story I kinda like playing her.
But we'll see once mdt has decided what we do and what the rules are.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

Ah to bad, maybe I can take wizard levels where the AA don't increase caster level :p


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

ok so IF I wanted to make a ranger with wizard to go arcane archer I would have to use the ranger and arcane archer from the point where I enter it?

I can see we havn't heard anything from Gorruum on this matter yet, is he also gone?


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

But how does it work with prestige classes?


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

I never tried gestalt, always tried to join one just for the fun of trying it. But I will agree to the overall concensus for the game.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

I've only played Kingmaker with you MDT, so I don't know much of what has happened before I joined other then what I bothered to read through :)

I can start where ever you decide


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

We'll just turn it into Game of thrones and see who is alive by the end of the AP :p

Joke aside, I'm fine with whatever we do, I like my character and might re-use bits of her if we start over, the overall idea is working but maybe by starting over she can get a deeper connection to the AP and a little different personality, she was my first pbp and I have become better to make them since she joined last year.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

Thats not so good, we are loosing people fast now


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

Natalie sighs in content over the kobolds. "And the are probably listen as much to our terms as the last time we tried diplomacy with them... But I must agree we are in a bad position to come out peacefully and trying to talk with them, I just doubt it'll be any different except that we might have a better chance to stay alive."

Knowledge local: 1d20 + 9 ⇒ (6) + 9 = 15 How does kobolds handle thier prisoners?


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

"Keep looking Pruett, sooner og later you are bound to find your cousin if he is dead that is, I pray he is not." Natalie responds trying to look on the light side of things. She has quite the set of very drak shadows under her eyes, and there are not from her make up, the constant annoiance from the kobolds has taken a clear toll on her normally beautiful face.

She has a look of deep concern as she walks around the tower constantly looking out for more kobolds, when she reaches Wilhelm "I'm can't stop worrying about Anastacia, I hope she has found some place to seek shelter, and not fallen to the kobolds." she says her voice almost breaking, from concern and her lack of sleep.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

I'm going to miss playing with you Anastacia :)


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

It would be fine with me if we get to some area with roleplay between us.


Female Half-elf unchained spy, HP (9/9)
stats:
AC 16, T 13, FF 13 / Fort+1 Ref +5 Will+1 +2 vs enchantments, / Init: +3 / CMD 13
skills:
Acro 7 bluff 6 disable device 9 disguise 5 escape artist 5 ling 5 local 5 nobility 7 perception 5 sleight of hands 7 stealth 7

It's alright mdt, I just wanted to make my move ahead of time, so you didn't have to wait for me to sit up and drink a potion, if you had moved it ahead friday and saturday while I was gone.

Organized Play Character



Sczarni greg palechek

Male Half-Elf Rogue Sniper / 1 (0 posts)