Holy Guide

Petre Costu's page

24 posts. Alias of Dslak.


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HP 9/9 | AC 15 T11 F14 | Fort 3 Ref 1 Will 5 | Speed 30 | Dagger +0/+1 1d4 19-20 | CMB 0 CMD 11 F10 | Dart +1 1d4 | Init +5 | Percep +3 | SM +7 | Effects:

"We don't have a lot of time at the moment," Peter responds. "Let's stick to the area around the main building and see what we turn up."


HP 9/9 | AC 15 T11 F14 | Fort 3 Ref 1 Will 5 | Speed 30 | Dagger +0/+1 1d4 19-20 | CMB 0 CMD 11 F10 | Dart +1 1d4 | Init +5 | Percep +3 | SM +7 | Effects:

Petre inspects the building that looks like an abandoned smithy.
Survival: 1d20 + 8 ⇒ (19) + 8 = 27
"There's still some residue here. Looks like the blacksmith may have been in the middle of working, because things haven't been cleaned properly."
He runs his index the chimney. "I'd say it's been a bit more than a week since the forge was last fired up."


HP 9/9 | AC 15 T11 F14 | Fort 3 Ref 1 Will 5 | Speed 30 | Dagger +0/+1 1d4 19-20 | CMB 0 CMD 11 F10 | Dart +1 1d4 | Init +5 | Percep +3 | SM +7 | Effects:

An experienced traveler, Petre carries all his belongings on his person.

As the party proceeds toward the settlement, he spends his time scanning the surroundings, taking in details.

Perception: 1d20 + 3 ⇒ (18) + 3 = 21


HP 9/9 | AC 15 T11 F14 | Fort 3 Ref 1 Will 5 | Speed 30 | Dagger +0/+1 1d4 19-20 | CMB 0 CMD 11 F10 | Dart +1 1d4 | Init +5 | Percep +3 | SM +7 | Effects:

Petre nods at Aleece. "Sounds like a plan. I would start with the town, in case there's someone still hiding out there. Otherwise, I can't see the threat if it's abandoned."


HP 9/9 | AC 15 T11 F14 | Fort 3 Ref 1 Will 5 | Speed 30 | Dagger +0/+1 1d4 19-20 | CMB 0 CMD 11 F10 | Dart +1 1d4 | Init +5 | Percep +3 | SM +7 | Effects:

Petre takes a look at the boat.

Perception: 1d20 + 3 ⇒ (10) + 3 = 13

"Yeah, that's a hole. Big one, too. Any idea what made it?"


HP 9/9 | AC 15 T11 F14 | Fort 3 Ref 1 Will 5 | Speed 30 | Dagger +0/+1 1d4 19-20 | CMB 0 CMD 11 F10 | Dart +1 1d4 | Init +5 | Percep +3 | SM +7 | Effects:

I can cast Air Bubble on someone, if needed.


HP 9/9 | AC 15 T11 F14 | Fort 3 Ref 1 Will 5 | Speed 30 | Dagger +0/+1 1d4 19-20 | CMB 0 CMD 11 F10 | Dart +1 1d4 | Init +5 | Percep +3 | SM +7 | Effects:

Petre breathes a sigh of relief as the final grindylow is dispatched.

"All good here," he says in reply to Ma'oa as he takes up his oar and prepares to start rowing again.
Perception: 1d20 + 3 ⇒ (12) + 3 = 15
He keeps an eye on the water for any further danger. As they enter the bay, he points out the capsized canoe to the others.
"There's a small boat down there. We should investigate."


HP 9/9 | AC 15 T11 F14 | Fort 3 Ref 1 Will 5 | Speed 30 | Dagger +0/+1 1d4 19-20 | CMB 0 CMD 11 F10 | Dart +1 1d4 | Init +5 | Percep +3 | SM +7 | Effects:

Buoyed by nicking the creature, and concerned to save Ommerra, Petre stabs at the grindylow again.

Attack: 1d20 + 1 - 2 ⇒ (11) + 1 - 2 = 10


HP 9/9 | AC 15 T11 F14 | Fort 3 Ref 1 Will 5 | Speed 30 | Dagger +0/+1 1d4 19-20 | CMB 0 CMD 11 F10 | Dart +1 1d4 | Init +5 | Percep +3 | SM +7 | Effects:

Petre takes out his dagger and attempts to stab his foe.
Attack + Bless - Seated: 1d20 + 1 - 2 ⇒ (20) + 1 - 2 = 19
Crit?: 1d20 + 1 - 2 ⇒ (4) + 1 - 2 = 3
Damage: 1d4 ⇒ 1


HP 9/9 | AC 15 T11 F14 | Fort 3 Ref 1 Will 5 | Speed 30 | Dagger +0/+1 1d4 19-20 | CMB 0 CMD 11 F10 | Dart +1 1d4 | Init +5 | Percep +3 | SM +7 | Effects:

Petre will still cast Bless, but will cast defensively.

Concentration: 1d20 + 1 + 3 ⇒ (19) + 1 + 3 = 23

Everyone has a +1 morale bonus on attack rolls and saves against fear.


HP 9/9 | AC 15 T11 F14 | Fort 3 Ref 1 Will 5 | Speed 30 | Dagger +0/+1 1d4 19-20 | CMB 0 CMD 11 F10 | Dart +1 1d4 | Init +5 | Percep +3 | SM +7 | Effects:

Petre grabs at his chest, trying to stanch the wound as he cries out in pain. His mind swimming, he dares not try to stand up on the boat.

As he feels the luck granted by Aleece flowing through him, he risks casting a spell near the grindylow.

If I don't make it, I have a better chance of surviving by keeping everyone else standing.

With a wave of his hand and a short chant, he casts Bless on the party.


HP 9/9 | AC 15 T11 F14 | Fort 3 Ref 1 Will 5 | Speed 30 | Dagger +0/+1 1d4 19-20 | CMB 0 CMD 11 F10 | Dart +1 1d4 | Init +5 | Percep +3 | SM +7 | Effects:

"Talk to them, if you'd like," Petre quips. "I'll prepare for the less diplomatic approach."

Reaching into his tunic, Petre murmurs as he places a hand on Ma'oa. "May your blade strike true at these creatures."

He casts Guidance on Ma'oa.


HP 9/9 | AC 15 T11 F14 | Fort 3 Ref 1 Will 5 | Speed 30 | Dagger +0/+1 1d4 19-20 | CMB 0 CMD 11 F10 | Dart +1 1d4 | Init +5 | Percep +3 | SM +7 | Effects:

I can easily heal myself, so the four potions can go to the rest of the party.


HP 9/9 | AC 15 T11 F14 | Fort 3 Ref 1 Will 5 | Speed 30 | Dagger +0/+1 1d4 19-20 | CMB 0 CMD 11 F10 | Dart +1 1d4 | Init +5 | Percep +3 | SM +7 | Effects:

Petre has had little trouble managing the voyage. While it's his first trip across the ocean, he knows his way around a boat and quickly adapts to seafaring.

At night, he charts the stars, making sure he can find his way home, should the need arise.

"Home," he thinks. "And where is home?"

He is disturbed from his reverie with Romana's request for an audience.

Lack of other colonists is bad news. It makes sense to send me along; I can ensure we find the extraction point. But what about the others?
Too many secrets not yet known and now another to keep hidden. No matter: I'm good at keeping secrets.

"You can count on me to play things close to the chest," Petre states. I travel light. Shouldn't add much weight to the dinghy."


HP 9/9 | AC 15 T11 F14 | Fort 3 Ref 1 Will 5 | Speed 30 | Dagger +0/+1 1d4 19-20 | CMB 0 CMD 11 F10 | Dart +1 1d4 | Init +5 | Percep +3 | SM +7 | Effects:

Petre has religion covered for the moment (needs to know enough to successfully obfuscate about which deity has granted him their blessing).


HP 9/9 | AC 15 T11 F14 | Fort 3 Ref 1 Will 5 | Speed 30 | Dagger +0/+1 1d4 19-20 | CMB 0 CMD 11 F10 | Dart +1 1d4 | Init +5 | Percep +3 | SM +7 | Effects:

I can always change up my spell list to be more focused on offense if others have support covered.


HP 9/9 | AC 15 T11 F14 | Fort 3 Ref 1 Will 5 | Speed 30 | Dagger +0/+1 1d4 19-20 | CMB 0 CMD 11 F10 | Dart +1 1d4 | Init +5 | Percep +3 | SM +7 | Effects:

I was thinking I will probably take at least a point in most knowledge skills, but just because I can retake a failed test at night using my Geography skill if I can see the stars.


HP 9/9 | AC 15 T11 F14 | Fort 3 Ref 1 Will 5 | Speed 30 | Dagger +0/+1 1d4 19-20 | CMB 0 CMD 11 F10 | Dart +1 1d4 | Init +5 | Percep +3 | SM +7 | Effects:

Hello. Thank you for taking this on. I hope this can be a fun and helpful character for the campaign.


I'm happy to be chosen for this. There were so many good character submissions.


I made some changes so that my shared domain abilities are more useful to the rest of the party.


I've updated my profile with my stats. Background given below.

Backstory:

You see Petre on the deck of the ship in the evening, taking periodic breaks from scanning the sky to make notes in his collection of papers.

When you ask Petre what earned him a spot on the ship to Talmandore's Bounty, he says nonchalantly that he's a great navigator and can find his way anywhere by starlight.

Trying to place his accent, you ask where he's from. "The River Kingdoms," he says darkly, "but I had a falling out with the new ruler.

Below decks, Petre is lively and always ready for a good game of something with small stakes. Sometimes, he even lets other players win. Occasionally, a wooden amulet on a corded necklace slips out of his shirt, but he quickly tucks it away before you can tell much more about it.


I'm interested.

Point Buy: 1d4 + 15 ⇒ (3) + 15 = 18


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Congratulations, Ethan! Enjoy the game.


Stefan Arco seeks to join the campaign and protect the small communities of the Lost Coast.

Background:

The imposing Stefan Arco began his life on a small farm south of the Mosswood. His older brother Lev would often travel with his father into Sandpoint with his father to trade, while Stefan remained home with his mother and two younger sisters.

Five years back, their father was too ill to journey on his own, so Stefan accompanied his brother to Sandpoint in his father's stead. Upon their return home, the farm had been destroyed by goblins, leaving none alive. Consumed with grief, the two brothers set out to kill as many goblins as they could. Lev had some experience fighting from occasional training in Sandpoint, and his experience on the road, and Stefan followed his lead.

Soon, they heard rumors of an assault on the town by a force of giants and goblins, and immediately set out. Along the way, they encountered Lucent Ulbent, a fanatical priest of Erastil who claimed the city was facing its doom because it had turned from the path of righteousness found in small communities and embraced the corrupting life of the city. The boys would only suffer the same fate should they attempt to forestall Erastil's wrath.

While Lev brushed off the priest's message, focused only on his rage, Stefan found the man's message compelling, and devoted himself to following Erastil's teachings. He spent a few years with the old man, learning the ways of Erastil and his sacred weapon, until Lucent passed on a few months ago.

Ranging the Mosswood, he came across some goblins headed north. Before finishing them off, he asked their reasons for traveling beyond their home, and learned of the human now leading the Thistletop tribe and summoning all the local tribes to them. Eager to prevent organized attacks on the farming communities by the goblins, Stefan traveled north to investigate.