Abra Lopati

Nex Lupe's page

100 posts. Alias of Grandlounge.


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Ok. I will check back later.


GM:
Made some final additions to Nex's backstory adding several more concrete connections to the area and to events in Sandpoint. As before the new stuff is in italics.


I added a little more to the background. There are not a lot of key druid NPCs that I could track down, but I have used virtually everything in both player's guides and on the wikis to connect Nex to Sandpoint and still play a druid. But, I like the anticipated story of natural divine magic potentially fighting Runelord magic. I italicized the new stuff to save having to read through everything again.


Thanks gm. If I happen to get selected I will give the sheet a thorough second look to see if there is anything I missed.


I just double checked. I mentioned I switched to a dual talented human, thus the loss of twf and better pb.

The scores are as follows:

Str 15+2, Dex 13+2, Con 14, Int 12, Wis 14, Cha 8

Which is 7+3+5+2+5-2 = 20


Nex's background is has been expanded to include a clearer relation between the tensions in Varisia and the role of a druid in Sandpoint. HIs relation the Sheif has been made explicit.


Thanks, GM. I had changed this over from a stat rolled PC I have hoped to play in a past Rise of the Runelords game and had not had a chance to give the PC another look over. I will make those changes.

Switched to dual talented to help with the MADness of this character. This delays feat progression slightly but it all works out in the end. The missing spells are open slots my shorthand is to leave the commas and spaces for empty slots. Moved a few skill points around due to having 3 too many skill points allocated.

It's funny that you point that part out as a portion of it is cut and pasted from the player's guide so I assumed it would come up. I will change it, though it is just meant to be emblematic of the role of druids more broadly in Varisia Sandpoint or otherwise. There are tensions in the region.


Here is Nex. I have a few purchases yet to make. I think his campaign trait will be monster hunter for having grown up with stories of the Sandpoint Devil. Though I'm still trying to find one the fits well.

Nex is the typical son of a military man. He likes order keeps things neat. Armour is clean and polished, cloak freshly maxed, and wolf always washed and brushed. This is in contrast to the more free stylings of his mother's side. Nex has strong features but they are too fresh and not nearly weathered enough to hold the type of authority he wishes he embodied.

Mountain for time zone.

Backstory:
Nex was raised by a druid's circle of which his mother the head. His father, a local militiaman, and lived in town. Child care and druidic education was the responsibility of the whole circle, so Nex had, by default a large family. He did, however, spend half his time in the small barracks that housed the town’s militia. Bored most of the time, do to the lack of other children and teens Nex to took to training with sword and shield like the rest of the men in the barracks (Malitia Trait). Average for his age he made his mark as a relentless fighter, fighting dirty whenever he needs to (Dirty Fighter Trait). At the Circle with his druidic family, he studied nature and magic. To foster the care needed to tend to nature Nex, like all children of the circle was given a baby wolf to raise. The wolf eventually joined him in the training yards back at the barracks.

So was Nex’s life growing up, a week in town, a month with the circle. There was no fixed time in either place. Nex came and went. Every couple of weeks he, his mother and his father would spend the weekend together in the woods. At the end of their time together his mother would return to her duties at the Circle and his father to his small command. As a child, the parting was hard but adjusted as he got older. As an adult, they maintain this tradition. In the rare instances when Nex and his mother are in town they will go to the poorer areas and bring goodberries for as many people as their power will allow. It’s a small gesture they hope it helps.

When on patrol Nex dons his leathers, calls for Amarok and they leave town. Nex searches for those forces which bring imbalance to the world. Nex has been thrust into the center of conflict recently as the factories of Palin's cover have drawn great animosity and even violence from druids, Gozreh worshipers, and even ordinary smiths and artisans, but none can deny that the quality of the goods turned out by these workhouses provides a huge boost to the Korvosan economy and an important Sandpoint trading partner.


Nex will take a single slash at it.

Attack: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d6 + 4 ⇒ (5) + 4 = 9


Nex would like to get between the group and the wolf.


Assuming the web burns much easier then wood and other materials once the way is clear Nex will taget any seemingly valuable objects with water.


"I can make water should we need it...we that's not really what I meant to say. This is why I let you do the talking."


"I don't imagine it will take much to light up spiders webs."


"Does anyone have fire?"


" Let's try to break down the door and clear it so we don't get surrounded. Augrok?"


Here is the link for the tactical map. If you post any future maps I will add them to the presentation. Can you pin the link to the top?

https://docs.google.com/presentation/d/1pC3m6JsWcpspQVIesMt6BjVbOHWcRHomo95 _CLDQbAw/edit?usp=sharing


Acrobatics Nex: 1d20 + 3 ⇒ (18) + 3 = 21

Acrobatics Wofl: 1d20 + 2 ⇒ (6) + 2 = 8


Nex will move in at the front of the group.

If we want to use an editable tactical map I can set that up.


"Bab intel or bad luck."

Perception: 1d20 + 9 ⇒ (20) + 9 = 29


Wolf Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Trip: 1d20 + 5 ⇒ (7) + 5 = 12

Scimitar Attack TWF: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Confirmation: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 + 5 ⇒ (6) + 5 = 11

Shield Attack TWF: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 + 3 ⇒ (5) + 3 = 8


Nex will see what he can do.

Wolf Attack : 1d20 + 5 ⇒ (12) + 5 = 17
Damage : 1d6 + 1 ⇒ (1) + 1 = 2

Trip: 1d20 + 5 ⇒ (15) + 5 = 20

Scimitar Attack TWF: 1d20 + 5 ⇒ (4) + 5 = 9
Damage : 1d6 + 5 ⇒ (4) + 5 = 9

Shield Attack TWF: 1d20 + 5 ⇒ (15) + 5 = 20
Damage : 1d6 + 3 ⇒ (1) + 3 = 4


Nex whistles and has his wolf flank and attack.

Bite: 1d20 + 3 ⇒ (17) + 3 = 20
1d6 + 1 ⇒ (6) + 1 = 7

Trip: 1d20 + 3 ⇒ (9) + 3 = 12

Chops down with his blade.

Scimitar: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d6 + 6 ⇒ (2) + 6 = 8


Nature: 1d20 + 7 ⇒ (7) + 7 = 14

Nex whistles and has his wolf flank and attack.

Bite: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Nex studies his target and chops down with his blade.

Scimitar: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d6 + 6 ⇒ (1) + 6 = 7

It's flat-footed touch AC at this point in combat so it hits.


Hero's Initiative:

Nex: 1d20 + 3 ⇒ (2) + 3 = 5
Ekaitz: 1d20 + 5 ⇒ (5) + 5 = 10
Pajet: 1d20 + 4 ⇒ (5) + 4 = 9
Arguok: 1d20 + 3 ⇒ (1) + 3 = 4
Eÿliana: 1d20 + 5 ⇒ (19) + 5 = 24

Here is the Slides doc with the player info I have players update with each level so I can roll initiative and group perception checks. These speeds combat up greatly when used with block initiative. I have also included a grid for generic marching order that anyone in the group can change I picked a starting marching order that made sense based on the classes.

Player info and group rollers

It works best if you can put it at the top of the game.

Cheers.


INIT: 1d20 + 3 ⇒ (11) + 3 = 14

GM do you want me to make a group initiative roller it speeds up the start of combat.


Nex will scan the area as well.

Perception: 1d20 + 9 ⇒ (16) + 9 = 25 Guidance
Perception Wolf aid: 1d20 + 5 ⇒ (11) + 5 = 16

He will have his wolf smell at the air. (Scent to detect creatures within 30ft (60ft down wind).


"I do not like this place at all. Nature here feels off."

GM this a place on the way to the old mill, not itself the mill, correct?


"Let's go!"


I'm guessing there is not a lot of spare money floating around the groups if we can borrow some survival gear from the city guard. Rations, tents,bed roll etc. Then I think we should jsut hit the road.


Nex thinks to himself, "We don't know the bandits and cultist don't have allies in town, the more people that know the more troubles we may encounter if this mission takes us beyond the mill. A bird could be sent in half the time it takes us to travel.

"My concerns are a little longer term than that. The way back to town, follow-up missions and the like. I trust your judge of character but...we should get moving."


Nex whisper, "You're very cheery but maybe we should be a bit more vague with our exact destinations in the future. The worlds a dangerous place."

"Yes I would like to patronize your wears. I have been whopped by enough 70-year-old druid women that I take nothing for granted. You stop underestimating people when you realize that some of them are immortals that can become huge earth elementals at will. It was nice to meet you but we need to be going."


Nex approaches very cautiously.


Nex takes up point as they begin to travel toward the mill.

Perception: 1d20 + 8 ⇒ (3) + 8 = 11

His companion also searches for Dangers
Perception: 1d20 + 5 ⇒ (4) + 5 = 9

Well I rolled very poorly bring on the abmush.


"Let's check the inn. Seems like a popular spot." Nex heads there for a quick check.


Perception: 1d20 + 9 ⇒ (5) + 9 = 14 To quickly find our friend.


"Seem like a good choice. I'm anxious to get this problem solved I'm much less optimistic than the people of this town. Magic is dangerous and not dependable."


"Amarok find Augrok."

The wolf will start sniffing attempting to locate there friend.

On the way, next will try to decipher the scroll with read magic.


"Let us find Augrok then I suggest we check out the bandits at the old mill and go to the temple. We will have to come back here before exploring the temple to resupply and heal. We may be able to explore the tunnel then and any other leads then. Thoughts?"


I'm ok with that. I am also fine with going straight to our goal now that we know where the camp is.


"You have been very helpful. Is there a city archive that may have more information, surveys of the area, old ranging reports, or even old wives' tales. There may be advantages in knowing more."


"I can confirm that Pajet has provided the debrief accurately. She seems to have a talent for detail and conversation that I lack."


Nope just forgot which building. Just correct him in character as he does not know the city well.


"We would like to help any way we can. While we have you. Do you know why there is a tunnel under the church?"


"I would be happy to. That is a smart precaution."


"Let's get to brass tax. What is there to these bandits and their dark magic cult worship?" Beyond that, does the town the town need any other help, we have heard a giant with a bear."


"Those names have become well known to us as many people speak of them why you ask about council or the protection of the city. I'm Nex captain of eaglessong Malitia."


"We can leave a message here for Augrok saying that we have gone to the tower."


"Perfect. It would be quite fortunate if we can pin both of them down and ask them questions."


"Thank you."

Nex addresses the group, "Who do we talk to from here?"


"Where can we find the other member of the council this time of day?"

Miron Jazant has not participated in any online campaigns.