Sylph

Sagosmer's page

11 posts. Alias of dreamingdragon.


RSS


Yerasol Veteran Sylph Magus 1 (hps 12/12, AC 17, touch 13, FF 14, Fort +2, Ref +3, Will +2, CMD 16, Init +5, Perc +0)

I go on vacation for a few days, and you guys start having adventure without me.... Well done.

GME, I am reporting for duty. If possible, I'd like to jump in, when it's convenient.


Yerasol Veteran Sylph Magus 1 (hps 12/12, AC 17, touch 13, FF 14, Fort +2, Ref +3, Will +2, CMD 16, Init +5, Perc +0)

On a minivacation,posting will be unlikely til Tuesday or so. Feel free to DMPC my character as needed.


Yerasol Veteran Sylph Magus 1 (hps 12/12, AC 17, touch 13, FF 14, Fort +2, Ref +3, Will +2, CMD 16, Init +5, Perc +0)

I'm guessing I was unable to come up with anything helpful, rather than prevented from returning to duty. If I'm mistaken, disregard this.

Being more scholarly than observant, Sagosmer has the police keep an eye out for elves in the crowd, particularly those wearing sooty clothes, and alert her to any groups of such elves, so that she can look them over for any signs of suspicious magical tom-foolery. She appears somewhat distracted throughout the morning, occasionally muttering to herself and then staring into space for long periods of time.

Hoping that the police will add to her Perception rolls, and keeping Detect Magic up (duration of concentration, up to 1 minute, so repeated castings). I assume I will detect a great many magical things throughout the day, so the spellcraft roll may be to identify the one that matters, or to discern a false alarm. Trying to play to my strengths, such as they are.

Perception: 1d20 ⇒ 17
Spellcraft: 1d20 + 7 ⇒ (13) + 7 = 20


Yerasol Veteran Sylph Magus 1 (hps 12/12, AC 17, touch 13, FF 14, Fort +2, Ref +3, Will +2, CMD 16, Init +5, Perc +0)

Sagosmer makes conversation around the barracks, looking for anything the other guards might have encountered that they wouldn't have immediately noticed was suspicious.

gather info: 1d20 - 2 ⇒ (9) - 2 = 7


Yerasol Veteran Sylph Magus 1 (hps 12/12, AC 17, touch 13, FF 14, Fort +2, Ref +3, Will +2, CMD 16, Init +5, Perc +0)

Biting her lip, amused by Cretien's apparent confusion, Sagosmer leans over and whispers, "He wants it it time to brief the guards for tomorrow."

"I'll see what the scuttlebutt around the barracks is, Sir," she says, speaking to the AC. "See where there's been an unusual amount of trouble, or an unusual lack of it."


Yerasol Veteran Sylph Magus 1 (hps 12/12, AC 17, touch 13, FF 14, Fort +2, Ref +3, Will +2, CMD 16, Init +5, Perc +0)

Ah, so that was the spirit in which it was intended.


Yerasol Veteran Sylph Magus 1 (hps 12/12, AC 17, touch 13, FF 14, Fort +2, Ref +3, Will +2, CMD 16, Init +5, Perc +0)

In general, I would say yes, making assumptions about what a person will do on limited acquaintance is generally presumptuous.

If I am correct in divining a suggestion underlying that assumptuous presumption, however, it is received in the spirit it was intended.


Yerasol Veteran Sylph Magus 1 (hps 12/12, AC 17, touch 13, FF 14, Fort +2, Ref +3, Will +2, CMD 16, Init +5, Perc +0)

There seems to be a breeze that keeps her pale blue hair from ever quite being still, though you can't see any other sign of air moving. She raises her staff in greeting to Merle and walks over to him, her step light even after a long shift patrolling the street.

"You got called in, too?" she says, looking at hte door to the ACI's office. "I hope it's nothing serious."


Yerasol Veteran Sylph Magus 1 (hps 12/12, AC 17, touch 13, FF 14, Fort +2, Ref +3, Will +2, CMD 16, Init +5, Perc +0)

Sagosmer slips in the back of the room, doing her best to look like she'd been there the whole time.


GMEDWIN wrote:

Tenro the rich parents trait is ok.

Sagosmer, what is your theme is it Veteran?

Oops, sorry.

Yes, Veteran, and my detective is likely to be the Continental Op (Red Harvest)


Background:
Sagosmer's mother lived in one of the many valleys of the Cloudwood, hiding from powers she never spoke of. She told Sagosmer when the girl was still a child that her father was a refugee from Avilona, and that he had gone on his way not long after the child was conceived. The girl grew up fascinated by the high mountains and by magic, and had an unremarkable childhood.

When the fourth Yerasol war began, she lied about her age and joined the fight. Her mother was heartbroken, but to Sagosmer, it was an opportunity to escape a dreary life in a dull village. It was also a chance for her to learn magic. Shortly after arrival in the archipelago, she found out that war was not a grand adventure, but a desperate struggle for survival against horrors of magic and technology.

The armies suffered defeat after defeat, and Sagosmer survived, but saw her friends and comrades die by the dozens. In the final battles, she dropped her sword and shield, picking up a staff and fighting with magic, and managed to save the lives of several members of her company. Though the battle - and the war - were ultimately lost, the girl from Cloudwood had found a sort of heroism in herself.

On returning to Flint, she found a Magus who understood what she had discovered, and used her pay from the war to apprentice herself to him. Now, she has completed her training, and has found a place in the Royal Homeland Constabulary.


stats:
Sylph Magus
Sylph Magus (Hexcrafter, Staff Magus) 1
NG Medium Outsider (native)
Init +5; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 12 (1d8+4)
Fort +2, Ref +3, Will +2
--------------------
Offense
--------------------
Speed 35 ft.
Melee Quarterstaff +3 (1d6+4/x2)
Magus (Hexcrafter, Staff Magus) Spells Prepared (CL 1):
1 (2/day) Shield, Ray of Enfeeblement (DC 14)
0 (at will) Detect Magic, Prestidigitation (DC 13), Brand (DC 13)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 10, Int 17, Wis 10, Cha 7
Base Atk +0; CMB +3; CMD 16
Feats Quarterstaff Master, Toughness +3
Traits Magical Lineage (Shocking Grasp), Reactionary
Skills Acrobatics +2, Climb +1, Escape Artist +1, Fly +5, Knowledge (arcana) +7, Knowledge (planes) +7, Ride +1, Spellcraft +7, Stealth +5, Swim +1; Racial Modifiers +4 Stealth
Languages Aquan, Auran, Common, Elven, Ignan
SQ air insight, arcane pool (+1) (4/day), hex arcana, spell combat
Other Gear Chain shirt, Quarterstaff, 150 GP
--------------------
Special Abilities
--------------------
Air Insight +2 rounds duration when summoning air subtype creature.
Arcane Pool (+1) (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Hex Arcana You can substitute Hexes for Magus Arcana.
Magical Lineage (Shocking Grasp) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Quarterstaff Master Use a quarterstaff one-handed
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.