Witch

"Raven" Wyvernhart's page

23 posts. Alias of Samuel Stone.


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Male Half-Elf Ranger (Freebooter/Trapper) 1; HP 11/11; AC 16; CMD 17; Fort +3, Ref +6, Will +2; Init +4; Perception +6 (+7 for traps)

I can probably start in about a week. That'd give me time to sift through at least a few of the books, review ship combat, and set up a roll20.


Male Half-Elf Ranger (Freebooter/Trapper) 1; HP 11/11; AC 16; CMD 17; Fort +3, Ref +6, Will +2; Init +4; Perception +6 (+7 for traps)

"Fifty gold on Cap'n if they fight!" Raevon calls from the sidelines.


Male Half-Elf Ranger (Freebooter/Trapper) 1; HP 11/11; AC 16; CMD 17; Fort +3, Ref +6, Will +2; Init +4; Perception +6 (+7 for traps)

If you have trouble finding a GM, I'd be willing to step in, if everyone else is all right with that. One of my friends has the first four books, I believe, and is planning to buy the other two as his group progresses - he is currently on the third book, iirc. We might still need to take a break to let me read up on the books (and ship combat), but it's at least an option if you can't find a fresh GM.

I'd probably run Raevon as an NPC if that happens, similar to how the rest of the crew is run. He wouldn't have any significant story impact, but he'd still be there.


Male Half-Elf Ranger (Freebooter/Trapper) 1; HP 11/11; AC 16; CMD 17; Fort +3, Ref +6, Will +2; Init +4; Perception +6 (+7 for traps)

"Gozreh drown me, he's big," Raevon laments from above the fight as Dinali steps towards Owlbear. The half-elf tugs anxiously at his scarf. "Should've taken the safe bet, maybe."

Raevon frowns to himself. "Doesn't sound like me at all. Must be more messed up than I thought. Dinali!" Raevon calls from above, "Take out his kneecaps; I've got gold riding!"

Raevon leans over towards Rachel, Warren, and Akadi. "She has this, yeah? Pretty sure halflings are s'posed to be lucky."

If possible, Raevon will use Freebooter's Bane, conferring a +1 to attack and damage rolls against Owlbear. If not applicable, or if this is the sort of thing that would count as interfering with the fight, then ignore it.

Night Action:

Welp, I was planning to aid another on a diplomacy roll, and I would feel lame doing something else just because I know that both Warren and Rachel have almost certainly succeeded on their rolls. So, in an act of complete unnecessarity (this is not a word), Raevon will go with Warren. Raevon will take the chance to get to know both Warren and Badger better.

"What'd the two of you do before you left the world behind? School teacher or priest of Iomedae'd be my guess," Raevon states, grinning wolfishly.
Diplomacy: Aid Another: 1d20 + 6 ⇒ (14) + 6 = 20


Male Half-Elf Ranger (Freebooter/Trapper) 1; HP 11/11; AC 16; CMD 17; Fort +3, Ref +6, Will +2; Init +4; Perception +6 (+7 for traps)

The roar was a free action. The intimidate was a standard.

Speaking of, can we intimidate from the "stands", or would that get too complicated? Just wondering if we can help in any way without actually, y'know, upsetting every pirate on the ship by jumping in on a duel.


Male Half-Elf Ranger (Freebooter/Trapper) 1; HP 11/11; AC 16; CMD 17; Fort +3, Ref +6, Will +2; Init +4; Perception +6 (+7 for traps)

Are we waiting on a Roll20 completion or on a post from Dinali? I figure I should ask just in case both the GM and Dinali are waiting on each other. It's happened before. :P


Male Half-Elf Ranger (Freebooter/Trapper) 1; HP 11/11; AC 16; CMD 17; Fort +3, Ref +6, Will +2; Init +4; Perception +6 (+7 for traps)

"I hate betting on unknowns," gripes Raevon, "But those odds? Too good to pass up. Twenty gold on the small target."


Male Half-Elf Ranger (Freebooter/Trapper) 1; HP 11/11; AC 16; CMD 17; Fort +3, Ref +6, Will +2; Init +4; Perception +6 (+7 for traps)

"Flip a coin," Raevon suggests with a lazy shrug. "Let Lady Luck decide who's in the match, yeah? The so-called 'winner' of the toss gets to be punched in the face by that fellow," Raevon says blithely, tipping his head towards Owlbear.

EDIT: If you want to flip for it, both Dinali and Spout can post to call heads or tails, at which point I'll roll 1d2; 1=heads, 2=tails.

This is, of course, assuming that the two don't want to try to win over the crew to pick them, using diplomacy or crew grudges or whatnot.


Male Half-Elf Ranger (Freebooter/Trapper) 1; HP 11/11; AC 16; CMD 17; Fort +3, Ref +6, Will +2; Init +4; Perception +6 (+7 for traps)

Aim for the kidneys!


Male Half-Elf Ranger (Freebooter/Trapper) 1; HP 11/11; AC 16; CMD 17; Fort +3, Ref +6, Will +2; Init +4; Perception +6 (+7 for traps)

In the unlikely event that Owlbear is, in fact, an owl dressed like a bear, Raevon will volunteer. Otherwise, he'll let one of the more eager combatants step up.

For those wondering who Owlbear is, he's listed under the "Officer" spoiler tab on post #280:

Quote:

Owlbear Hartshorn (N male human fighter 2):

simpleton and “pet” of Mr. Plugg (see page 27)


Male Half-Elf Ranger (Freebooter/Trapper) 1; HP 11/11; AC 16; CMD 17; Fort +3, Ref +6, Will +2; Init +4; Perception +6 (+7 for traps)

Sound off, one two one two. Ready, GM.


Male Half-Elf Ranger (Freebooter/Trapper) 1; HP 11/11; AC 16; CMD 17; Fort +3, Ref +6, Will +2; Init +4; Perception +6 (+7 for traps)

Oops! I rolled the wrong skill. I'm supposed to be catching rats.
Rat Catcher: Dexterity: 1d20 + 4 ⇒ (17) + 4 = 21

Raevon presses four fingers against his chest and places the back of his other hand across his forehead at Water Spout's accusation. "Cheat? Me?" The half-elf drops his hands to his sides and grins wolfishly at the undine. "Pirate ship. Pirate," he says, pointing towards himself. "Most people are offended if you don't try and cheat them. 'Sides, I learned some valuable information about precisely how perceptive our quartermaster is. If she can be cheated at cards, who knows what else she might miss, yeah?"

Trying to keep it a bit ambiguous, as I still don't technically know if Raevon got away with cheating or not.


Male Half-Elf Ranger (Freebooter/Trapper) 1; HP 11/11; AC 16; CMD 17; Fort +3, Ref +6, Will +2; Init +4; Perception +6 (+7 for traps)

Night action:
Meet and influence Grok. (if diplomacy is tracked individually. If it's tracked as a group, I'll influence whoever is closest to friendly, but not yet there.)
"Ah, here we are," Raevon says upon sighting Grok. "Been looking for the most important lass on the ship. Care for a game of cards?" Raevon spends the evening playing cards with Grok, getting to know her.
diplomacy: 1d20 + 6 ⇒ (15) + 6 = 21
Sleight of Hand: 1d20 + 9 ⇒ (12) + 9 = 21
He cheats profusely, but offers her back the money he took. Most of it anyway. I don't know if this counts as a single action or two actions, but if the card game thing doesn't apply, I'll just do the diplomacy thing. Likely I'll keep the flavor the same, though.

Day action:
Job Roll: 1d6 ⇒ 2 Swab the Decks!
Strength: 1d20 + 2 ⇒ (14) + 2 = 16
Raevon looks down at his hands and rapidly clenches and unclenches them. "Seems I've my strength back," he says, performing a series of minor stretches after a job well done.


Male Half-Elf Ranger (Freebooter/Trapper) 1; HP 11/11; AC 16; CMD 17; Fort +3, Ref +6, Will +2; Init +4; Perception +6 (+7 for traps)

"Be the greatest tragedy this side of the Inner Sea," Raevon says, flashing a mad grin at Spout. The half-elf picks up the neglected hand axe and runs a finger over its edge. "Surprisingly well-made," he says appreciatively before returning the weapon to its sheath and attaching it to his belt.

Raevon grabs the leather armor and places one of the more intact dire rats on top of it. "Carry this up, dump the rat over, keep the leather," Raevon explains. "Like as not, no one'll want to look too close."

I think everyone's picked up some loot, so we'll head back up with the rats and tell Mr. Plugg all about how awesome we are.


Male Half-Elf Ranger (Freebooter/Trapper) 1; HP 11/11; AC 16; CMD 17; Fort +3, Ref +6, Will +2; Init +4; Perception +6 (+7 for traps)

"Aye, that I was," Raevon replies to the female undine. "Seems I wasn't the only one."

"Not much of a story," Raevon says to the blue-eyed Mwangi woman, prodding a dead rat with his boot. "Someone claimed he had something I'd spent a long time looking for, and I got careless. Got poisoned, robbed, and lost everything I had. Figured I'd find out who'd done it, followed a few leads, and wound up at the Formidably Maid at precisely the wrong time.

"Seems Harrigan was recruiting, only not the kind you get a say in," Raevon frowns. "But lucky me, I got an extra dose of whatever the "recruiters" were using. Else just had a bad reaction. Been at death's door the past few days. Just started recovering when I got told to kill rats."

The half-elf glances around the bilges, scanning for any further traces of life before moving to assist the other undine with the bilges. Aid Another Strength check: 1d20 + 2 ⇒ (2) + 2 = 4 NOPE. Raevon cringes as he struggles in vain to help the undine with the bilges.

"Must still be weak. Anyway," he grunts, heavily panting, "Name's Raevon Wyvernhart. Evidently the luckiest half-elf in the world. Surprised the ship hasn't sunk, really."


Male Half-Elf Ranger (Freebooter/Trapper) 1; HP 11/11; AC 16; CMD 17; Fort +3, Ref +6, Will +2; Init +4; Perception +6 (+7 for traps)

Raevon clicks his tongue in disapproval. "Peace, little one. I was sent down to kill bilge rats, and I think the..." the half-elf trails off and waves his words aside. "Whatever title Scourge holds. I think he wasn't being metaphorical."

"Not to imply you're rats," Raevon adds with a smirk.


Male Half-Elf Ranger (Freebooter/Trapper) 1; HP 11/11; AC 16; CMD 17; Fort +3, Ref +6, Will +2; Init +4; Perception +6 (+7 for traps)

Er, is everything dead? If so...

Raevon rushes down the stairs into the bilges, and wrinkles his nose as it is assaulted with the stink of several freshly split open rats, made worse by the dank of the bilges. "Oh good, I thought I was intended to suffer alone," Raevon declares monotonously. "Glad to have others with whom to share such wondrous sights and smells."

Move Action - walk down the stairs
Standard Action - draw sap


Male Half-Elf Ranger (Freebooter/Trapper) 1; HP 11/11; AC 16; CMD 17; Fort +3, Ref +6, Will +2; Init +4; Perception +6 (+7 for traps)

Initiative: 1d20 + 4 ⇒ (18) + 4 = 22


Male Half-Elf Ranger (Freebooter/Trapper) 1; HP 11/11; AC 16; CMD 17; Fort +3, Ref +6, Will +2; Init +4; Perception +6 (+7 for traps)

http://media-cache-ec0.pinimg.com/736x/d1/37/85/d137852ddd8f84e67adb7876fa5 c20e6.jpg

Sadly, I couldn't find any really good pirate-half-elf-archer type pictures. This one should do, though.


Male Half-Elf Ranger (Freebooter/Trapper) 1; HP 11/11; AC 16; CMD 17; Fort +3, Ref +6, Will +2; Init +4; Perception +6 (+7 for traps)

So, what would be the best way to fit Raevon in here, and to account for the complete absence of his presence? The easiest way I can think of is to assume he had some sort of allergic reaction to the drug that knocked him out when press ganged. As a result, he has been in a small coma for the first two days, and recovering strength the third. As such, he's been unable to speak or interact with anyone save the ship's doctor (or Sandara Quinn, if she's actually a priestess that can, y'know, heal; it would also give her a chance to give him back one of his weapons, GM willing).

Then on the fourth day, Scourge could tell Raevon that he's had enough bloody rest, and he can join the crew or have his throat cut and his body dumped overboard. Not a difficult choice to make.


Sure, I'll fight (I'm mostly caught up on the gameplay thread). I don't know how effective I'll be without a weapon, but I'll give it a shot.

Would I be able to borrow a friendly NPC's weapon beforehand? If not, would I be able to make a diplomacy check - or sleight of hand if need be - to borrow one?

EDIT: Speaking of, Sleight of Hand to smuggle a sap in on Raevon's person (as per page 1 of gameplay thread).
SoH: 1d20 + 9 ⇒ (11) + 9 = 20
Welp, I won't need someone else's weapon, assuming this worked.


Aaaaand the flavor is done!

I hope I get selected, but even if I don't, I had a blast writing Raevon's backstory.

EDIT: Oh, and this is Perish Song's character, just in case anyone was wondering.


Crunch should be all done, working on my backstory and physical description. The Exotic Weapon Proficiency (firearms) is for proficiency with black powder siege weapons such as cannons since EWP (firearms) grants proficiency with black powder siege weapons in addition to guns, and to qualify for the Siege Engineer feat. If we are not using black powder siege weapons in this campaign - or if we won't encounter until 5th level or later - let me know, and I will change it out for EWP (light ballista).