Nickold Starweather

Richard Groves's page

512 posts. Alias of CucumberTree.


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Perception: 1d20 + 10 + 1d6 ⇒ (6) + 10 + (4) = 20

Richard takes a few moments to looks around. "So we have a something interesting." He moves up to the the trap. "let me take a look."

Disable device: 1d20 + 13 + 1d6 ⇒ (14) + 13 + (6) = 33


"I could have told you that...Idiot." Says Richard ready to move on.


Very cool. I was afraid that you were taking the exchange personally. I'm very happy that you enjoy the drama like I do. :)


Pretty on the outside, but ugly on the inside. thinks Richard"I am not your employee nor your slave. I will speak my mind whenever I choose." Richard says calmly. "Lick it's spittle if you so choose, but I will not trust it." Richard readies his bow and leans against a tree.


"Fossegrim. You mean a species that murders for pleasure instead of sustenance. I'd say that this makes it more deserving of eradication, not less." says Richard with distaste.


Glim Folkor wrote:
Richard Groves wrote:
Richard shakes his head. "You do realize that the missing villagers are probably on a journey through it's digestive tract?"

"Maybe not. It only threatened to drown us, not eat us... so maybe they're just... aggressively marking their territory," Glim hypothesizes.

"No, The amount of trickery and illusion tells me that this is a fey beast. Do you think the elven mermaid is it's true form?" Richards's musing start to take a dark turn. "In fact, I would suspect the villagers have a deal with this beast. They were hiding something. I would surmise that the deal would include feeding it adventurers so that the villagers would be left alone...if not, earning something even more lucrative."


Richard shakes his head. "You do realize that the missing villagers are probably on a journey through it's digestive tract?"


the Will save was for disbelief, in case it was not clear


Richard nods his head. "I just can't believe any of it."

x2 inspiration

Will: 1d20 + 4 + 1d6 ⇒ (14) + 4 + (5) = 23


Richard removes his robe. He takes off his chainshirt. He tosses it to the grass. It makes a sound like a large bag of coins. He pulls two infusions from his discarded robe. He quaffs both of them quickly.

Cast Shield; Heightened Awareness

Taking the borrowed rapier in his hand, "I'll come with you, Scarlet"

take 10 on swim

Perception: 1d20 + 12 + 1d6 ⇒ (19) + 12 + (2) = 33


"I believe the pond is the real entrance. And I believe the waterfall doorway is a trap. However, you're risk is your own."


Richard looks around. He pauses at the ponds edge. "A waterfall hidden entrance with obvious tracks leading to the secreted place. I am filled with suspicion. Can anyone take a look in the pond? Because I can't swim."

Perception: 1d20 + 10 + 1d6 ⇒ (1) + 10 + (2) = 13


"Both paths intertwine. Either path leads to discovery. Either choice is a flip of a coin." Richard says, wishing someone would lead.


Richard uses his tweezers once more. He places the vial of hair in his breast pocket. "It looks like we have two paths. I believe it would be beneficial to appoint a leader to decide these mundane matters. I would like to cast my vote for Scarlet."


Thanks for the arrows


"Daylight's burning." The investigator lumbers up the path alongside the stream. He pays attention for anything of interest, especially traps and snares as they go.

Perception: 1d20 + 11 + 1d6 ⇒ (17) + 11 + (6) = 34


Glim Folkor wrote:
Richard Groves wrote:
Glim Folkor wrote:
Glim raises an eyebrow. "Are you sure they even have cold iron? It might be a wasted trip. From what I saw, village life seemed... simple,"
Richard raises an eyebrow and says, "Seriously?'
Based on the descriptions, a small island as a part of an archipelago with a single village that still has animals roaming around in dirt for streets probably doesn't have anyone mining resources to do anything fancy. Or every store could have full inventory... what does Glim know, he's an herbalist anyway :P

That's cool. But Richard (as a character) saw the cost of a few hours vs the possibility (however slim) of more cold iron weapons, a reasonable effort. He would have been happy to debate in character. As a player, I would not have taken it personal, if that was a concern of yours.


we might need to nudge the timeline foreword


Glim Folkor wrote:
Glim raises an eyebrow. "Are you sure they even have cold iron? It might be a wasted trip. From what I saw, village life seemed... simple,"

Richard raises an eyebrow and says, "Seriously?'


Carwel Maerara Sige wrote:


"What sort of cold iron weapons do you think a town this remote is going to have? And what sort do we need? If the town has cold iron-headed arrows, that might be worthwhile for you and me, but that's going to clear out our funds very quickly. We might just be stuck with regular steel arrows, imp fists, bird talons, and whatever magic we can bring to bear.

"If you think that you'll want to get up close, my rapier is cold iron, and you are more than welcome to borrow it."

"Given that they are traders..." Richard muses. "I'd say the chances are far greater that the village has cold iron weapons than happening upon them while exploring. While cold iron arrows would be preferable, I'd say any additional cold iron weapons would greatly benefit us. In any event, The village is two hours away, and we lose nothing but a little time while checking. But I will gladly accept your rapier on a temporary basis...Thank you."


Richard starts to pack up. "A few of us need to go back to the village and buy cold Iron weapons. We should pool our money and buy whatever they have." He nods to Scarlet. "You should do the negotiations."


Too bad Richard doesn't know about the fairy cap


"Gremlins are nasty little fey. Nuglub are a murderous subspecies of gremlin. They like to jump down from ledges and trees on the unwary. The also like to murder sleeping villagers. They are in no way friendly." Says Richard. "I will take first watch. Each shift should be two hours."


Richard slides his glasses down his nose. He looks out at the others in camp. "Gremlin. Specifically a Nuglub. Anyone have experience with them?"


Richard rummages in his breast pocket and produces a multi-lensed eye glasses. Flipping lenses in and out to get the correct focal point, he examines the hair. "Where did you come from my beauty?" He says to himself.

The scientist produces tweezers and a glass vial. He carefully transfers the specimen. Richard holds up the vial with the greasy hair to the waning sun. He shakes it to get another perspective. Richard sets up his portable lab and subjects the specimen to a battery of tests.

I'm not sure which knowledge skill to use, but since I have them all, and they are all at 10...I'll make a generic knowledge roll to identify.

Knowledge: 1d20 + 1d6 + 10 ⇒ (7) + (6) + 10 = 23


Richard drops his equipment at the camping spot. He pulls a prepared vial and drinks it. His mind sharpens and he wanders the immediate area looking for anything out of the ordinary.

Perception: 1d20 + 12 ⇒ (11) + 12 = 23

Cast:Heightened Awareness

Edit: forgot my free inspiration

Inspiration: 1d6 ⇒ 4

Perception check 27


"Is it your time of the month?" Richard says with his eyebrows knitted in concern. "It could smell your menses."


I don't care where we go, Just give us a bad guy to beat up.


Richard never had much interest in romantic relationships. He even took saltpeter to lower his libido even further. It helped him to examine the world objectively. "Engineer? I supposed. I once installed a draw bridge on one of the city's canals. Materials are as important as design..." He trails off about the techniques involved.


"A cold bath?" Richard wrinkles his nose in disapproval. He shrugs, "Maybe I can eat a few peppers to warm up. Not really relaxing though." He walks with the group. He stops to rest frequently as he manhandles the tools and equipment that he brought with them.

Richard muses as he makes way. "Following the stream into the forest would be the best choice. It'd give us easy access to food and water as we investigate. You know... I could design a aqueduct to feed the village with fresh water. I suppose we could add a sewer..." Richard continues talking about plans that no one asked for.


Richard retrieves a grease pencil and draws the stream on the map. He rolls it up and hands it to Scarlet. "It'll be best to head out in the morning. In the mean time, could someone draw me a bath? And I'll need a masseuse." He notices the villagers staring at him. "Don't worry, I can pay."


"Do you have message birds? We can keep you up to date as we investigate?" says Richard


Richard corrects the Jarl. "It isn't beyond your village's abilities...you don't want to send a villager to get killed." Richard seems oblivious to the fact that he just called the Jarl a 'P#ssy' "Very understandable." Richard continues. "Perhaps you can provide a map of where the disappearances occurred."


Richard, uncharacteristically, takes the lead on the way to the Longhouse. He tried slowing down so that another would overtake him. But the others just slowed to keep Richard in the lead. He swings the double doors to the Longhouse wide. The heat from the very large firepit in the middle of the room presses on his face. Smoke trails up and along the ceiling until they are released out the wall vents.

"I beg your pardon." The room falls silent at the menagerie before them. "We heard you had missing pigs." Silence. "Are we in the right place?"


Richard liked Mrs. Gray. He noticed that she looked like she was posing for an artist much of the time, but her mind was first rate.

He smiled at The Imp, and tried very hard not to show his disgust at the sight of her. The creature seems nice and he definitely did not want to hurt her feeling.

The witch talking in limericks really creeps him out. The whole occult thing makes him very uncomfortable.

Why a hunter would have a carrion searching bird perplexes Richard. Richard lies and mentions how majestic the vulture looks.

"Since we are all here to investigate the disappearances, maybe we should all go to the longhouse together." Says Richard as he and the others disembark.


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Scarlet Grey wrote:

"Have you ever harvested and powdered a Dream Lichen?"

"You know, I recently isolated a psychoactive compound in ergot." He searched one of his bags. "It's a fungus that grows on rye grain." He retrieves a glass tube with tiny pellets of balsa wood. "A village thought they had an epidemic of lycanthropy, but they were all hallucinating. You know, due to the fungus."

Richard uses tweezers to retrieve one of the tiny barrels from glass tube and places it in tissue paper. "This stuff makes Dream Lichen seem tame in comparison." He's about to hand it to the lady then he is greeted by a horrifying sight.

The Imp wrote:

”That’s a strange kitchen you’ve got with you mister! I bet you can make all sorts of different food with that.”

"I think that I may have got some on my fingers."


Richard shambles towards the longboat. His portable lab bumps one hip, and tools bump the other. "Excuse me." he says as he negotiates the boat. "Pardon. So sorry."

The scientist finds a seat. He looks around at the others and gives a polite smile.


The cheap blow-up dolls are nice too.


Bad Touch? Am I going to need a therapist and a doll to point at?


ready


Background:

Thanks to an eidetic memory, Richard only needed to read a tome once. His massive intellect was recognized early. The Trollheim Royal University took in the gifted child to train. He was submitted to a class of gifted children as part of royal modernization project. A large amount of coin had been spent to produce the best chemists, engineers, and scientists the hemisphere has seen.

Richard's claim to fame is a putty that can be shaped and molded. It dries to a flexible rubber.

The word of disappearing villagers rouses Richard sense of adventure. His life is bland, colorless and comfortable.


Investigator:
Male Human Investigator (Empiricist) level 3
NG Medium humanoid
Init +5; Senses: Perception +10(11)
--------------------
Defense
--------------------
AC 17(21), touch 13, flat-footed 14(18) (+4 armor, +3 Dex, (+4 shield))
hp 20 (3d8+3)
Fort +2, Ref +6, Will +4
--------------------
Offense
--------------------
Speed 30 ft
Melee
Sword cane (45 gp) +2 (1d6)

Ranged
Masterwork Shortbow (330 gp) +6 1d6+1 x3 60 ft.
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 18 (+2 racial), Wis 11, Cha 12
Base Atk +2; CMB +2; CMD 17

Feats:
Weapon Focus(Bow)

Benefit: You get a +1 bonus on attack rolls

Precise Shot

Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Ranged Study

Prerequisites: Weapon Focus with the chosen weapon, studied combat class feature.

Benefit: When you take this feat, choose one kind of ranged weapon. You gain the bonuses for studied combat with your chosen weapon and can use studied strike with your chosen weapon as long as the target of your studied strike is within 30 feet of you.

Traits:

Reactionary
You gain a +2 trait bonus on initiative checks.

Alchemical Prodigy
Benefit(s): If you have the alchemy class feature, your alchemist level is considered 1 higher when calculating the duration of your extracts.

Skills
Total=Rank+CS+Stat+Trait+Misc

10 per level
+1 favored class bonus x3
* Free Inspiration

*Diplomacy: 7(10) =3+3+1(+4)
Disable Device: 13 =3+3+4+1+2
*Perception: 10(11) =3+3+4(+1)
*Sense Motive: 10 =3+3+4
Use Magic Device: 10 =3+3+4
*Knowledge (arcana) 10 =2+3+4+1
*Knowledge (dungeoneering) 10 =2+3+4+1
*Knowledge (nature) 10 =2+3+4+1
*Knowledge (religion) 10 =2+3+4+1
*Knowledge (planes) 10 =2+3+4+1
*Knowledge (Local) 10 =2+3+4+1
Craft (Alchemy) 14 =3+3+4+3+1
*Spellcraft: 10 =3+3+4

Background skills

*Knowledge (engineering) 10 =2+3+4+1
*Knowledge (geography) 10 =2+3+4+1
*Linguistics 9 =2+3+4

Languages: Common, Draconic, Elven, Gnome, Auran, Infernal,?

Gear:
Buckler
5x candlerod
Weapon blanch, silver
Antitoxin (vial)
5 gp
Sword cane (45 gp)
Chain Shirt (100 gp)

Gloves of Reconnaissance 2,000 gp

On command, the wearer can use the gloves to see and hear through solid material no more than 5 feet thick by placing both hands on that material. The wearer can use the gloves once per day for up to 1 minute. The wearer must wear the gloves continuously for 24 hours before activating this ability.

Kit, Alchemist’s

Price 40 gp; Weight 24 lbs.
This kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a formula book because an alchemist begins play with a formula book and does not need to purchase one.

Masterwork Thieves’ Tools:

Price 100 gp; Weight 2 lbs.;
This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks.

Alchemist’s lab (portable)

75 gp 20 lbs.
This compact version of a full-sized alchemist’s lab provides a +1 circumstance bonus on Craft (alchemy) checks.

Special Abilities
--------------------

Formula
Extracts 1st level (4)
* Prepared

*Cure Light Wounds
*Expeditious Retreat
Disguise Self
*Shield
Enlarge Person
Comprehend Languages
*Heightened Awareness
Reduce Person

Class features

Ceaseless Observation (Ex)

An empiricist’s ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects.

At 2nd level, an empiricist uses his Intelligence modifier instead of the skill’s typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information.

This ability replaces poison lore and poison resistance.

Alchemy (Su)

Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.

Inspiration (Ex) 5x

An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding: +1

An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Investigator Talent (Ex) or (Su)

Expanded Inspiration (Ex): An investigator can use inspiration on any Diplomacy, Heal, Perception, Profession, or Sense Motive checks without expending a use of inspiration, provided he's trained in the skill.

Keen recollection

At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense (Ex) +1/+1

At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).

Unfailing Logic (Ex)

An empiricist’s grasp of facts and data teaches him to anchor himself in reality, granting resistance to even the most potent illusions. At 4th level, an empiricist gains a +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition he can spend one point from his inspiration pool as an immediate action to use his Intelligence bonus instead of her Wisdom bonus on all such saves for one round. At 8th level, the empiricist’s insight bonus increases to +4. At 16th level, he gains immunity to all illusion spells and spell-like abilities that allow a save to disbelieve the effects.
This ability replaces swift alchemy.

Studied Combat (Ex)

At 4th level, With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.
An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

Studied Strike (Ex)

At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.
If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.
The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Favored class bonus

Human Add one extract formula from the investigator’s formula list to the formula book. This formula must be at least 1 formula level below the highest level the investigator can create.

Standard Racial Traits

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of

their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Feat and Skill Racial Traits

Bonus Feat: Humans select one extra feat at 1st level.

Comprehensive Education: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled

I just need to craft a backstory


Due to real life obligation, I, unfortunately, will need to retire my character.


The header is updated for battle stats.

Richard looks over at Jolis and says Don't worry about me, Just beat them senseless.

Richard takes aim and takes measure of their Vulnerabilities. His invisibility fades as a fiery bullet traces it's way to the closest skeleton's skull.

Move action: Ranged studied combat
Standard Action: Attack
Free Action: Studied Strike

Touch Attack: 1d20 + 13 ⇒ (4) + 13 = 17
Damage: 1d8 + 4 + 2d6 ⇒ (7) + 4 + (2, 3) = 16


Once he activates the exclusionary field, Richard drinks his mutagen along with a shield and invisibility extract. He pulls his pistol and follows Jolis out. He was surprised the cleric was triggered so easily. It would have been a perfect time to insult her heritage, or how fat the armor made her look. Richard shrugs invisibly and giggles to himself at the absurdity of it all. What he wouldn't give for some holy water, or a shiny cross and bible.


ok, sorry friends, Been a busy week, let me read up and post


@Jolis

*Poke*


Richard looks up at Jolis as he comes in. He gives him a half smile. I'm going to chalk this up to luck. There's no way she has that much brains. He stands. Well...OK new plan. we pull the undead to us. And Vitranna and Miya capture her.

So I turn on the field, and make sure the drow can't enter. We'll have to pull her forces away from her. That means getting her to attack.

I'll piss her off. You and the others attack once and fall back to the facility. She'll be left out in the field alone for Miya and Vitranna. However, we could take a real ass kicking. What do you think?


Richard sits cross-legged in front of the globe. A invisibility potion at the ready for when he turns the field back on, he waits for Lera's magical whisper to close the trap.


Happy holidays. here's to kicking bugbear butt in 2018

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