Savage Rifts RotRwT
Just so everyone is aware, my family got hit hard with Covid this weekend. I was the last to get it and I’m in the middle of fighting it off. Suffice to say that i will try to post as i can, but even this is taking up what energy i have.
Savage Rifts RotRwT
So going over this, it seems that most are in favor of having the main force simply be background noise and the rest of you applying your unique skills to small unit battles for big combats. I can certainly do that. Each of your smaller actions can affect the final outcome of the battle. For now, we’ll finish up this round and then I will go ahead and roll out the rest of it, with your bonuses and such added in. Then from now on, we will do the small skirmish part of the larger battle thing. Sound good?
Savage Rifts RotRwT
Three. Two pilots from the UAR and the sniper. I’m having Elias return with the Mystic Knight via out of game as the character has left the game.
Savage Rifts RotRwT
Reason #674 I’m in favor of spell dice versus keeping track of ISP or PPE, but I digress. I will let you know when I feel that it needs to be kept up. Duration is normally five rounds or about 30 seconds. Which is a bit of time to talk. I could simply use the Traveller time dice to determine exactly how long it takes, but I think in this case, it’s arbitrary and by the time you move on and the next encounter starts, you will have recovered them anyway. Greater Boost Allows the free reroll along with its usual bonus. You are right about the maximum support though. For an individual, it is +2 on a raise, but a group can get it to +4.
Savage Rifts RotRwT
Just so you guys are aware, I am still in the process of updating the team roster. I should have it finished by tomorrow. As for your sidekick Rigor, we can work on that together to see what comes up.
The CS bit fits in perfectly because there is a certain CS Officer that the crew has been dealing with lately and it is possible that he at least knew the two of you. As for the Hero’s Journey rolls, let’s stick to the SWADE numbers, since we’re going that route with all the characters. Starting off at Seasoned should help some, Once you guys are completely finished, I already have an intro idea in mind. I’ll write it up when you’re good to go. So far we have: Sergeant Burgurk, Simvan PsychoK, original team member
Seems like a good setup so far. I’m going to give the characters a good scan later on, but they look good so far, the only thing I noticed right off the bat though was that Whitlock seems to still be set at Novice level. I want everyone on the same page, so we are all at seasoned. To be more specific, 24XP.
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 Sorcery Interface w/Code Breaker: 1d10 - 2 + 4 ⇒ (6) - 2 + 4 = 81d6 - 2 + 4 ⇒ (1) - 2 + 4 = 3
Paradigm walks along the street near the bank looking for all the world like just everyone else. He stops and looks at his phone, but in his mind's eye, his nanobots have already started streaming into the network near the building and they are finding every backdoor they can...
M Human Technomage| Bennies: 3/3| Parry 5, RATN 4, Tough 13(8)| Charisma 0|XP: 20|PP:28|
Skills:
Fighting d6, Investigation d8, Knowledge: Science! d8, Notice d4, Ritualism (Arcane) d6, Shooting d6, Spellcasting (Sorcery) d12+1, Survival d6 Paradigm only shakes his head as the living ego brushes past him. "Then let's get it done and get out of here. "
SFS #119796-701, M Human Bounty Hunter Mystic (Overlord) 3 | HP 22/22| SP 21/21 | RP 3/3| EAC: 14 KAC: 15 | Fort: +2| Ref: +2| Will: +5 | Init: +1 |Spells DC 13+ 1st: 4/4| Cultures +6, Intimidate +8, Mystic +8, Perception +8, Pro (Bounty Hunter) +8, Sense Motive +8, Survival +9
"Just keep me lined up on that same side and they'll be done soon." Kallus grips the firing controls tightly, ready to end this duel and get back to their mission. Mystic Coilgun: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Savage Rifts RotRwT
Spirit v. Lower Spellcasting: 1d6 ⇒ 21d6 ⇒ 4
Suddenly feeling itself weakening, the Thornbeast decides that it will not get the meal that it had hoped. It vanishes from view as it seems to shrink out of existence. You are again alone in the abandoned missile silo complex. It is about this time that you notice Burgurk holding his hands to his head. The area around him starts to shudder and quake and bits of debris and broken pieces of metal and rock start to float into the air around him, forming a sort of barrier. As the wall of objects grows it starts picking up speed and bits of it begin flying out in all directions, causing you to have to dodge or put up a quick shield of some kind. Just as soon as the side panels from one of the buildings come flying towards you, it drops on the ground, digging a gouge out of the shattered asphalt. The barrier becomes a circle of debris around Burgurk, who lies unconscious in a clear area around him... Let's give everyone 3 XP for all the things done to this point, and Burgurk, you can begin play as your 2.0, as soon as you wake up...
Savage Rifts RotRwT
I know, but in the new round you pulled a higher card, so you would get to go again, Burgurk. That being said: Shifting his aim, Atlas rakes fire through the makeshift wall and into the remaining men besotting Humphrey just as Shakti teleports them out of the area and takes cover by the Mountaineer. None of them are able to stand back up. The two remaining men break and attempt to run for cover as the pilot of the power armor attempts to break as well. The whine of jet engines becomes a roar as two sleek black aircraft with the unmistakable skull motif rocket by firing missiles and laser cannons in a swath cutting through the road. Anyone that was left in the area still breathing is no longer. The wall is in ruins and only a haze of black and crimson smoke that hangs in the air reminds you that anything was there in the first place. As the aircraft leave, they peel off and head towards the West, banking a wing each in salute. Fight Over! On to the base?
Savage Rifts RotRwT
I haven't upgraded to the Adventure Edition yet, but I did Kickstart the Savage Rifts new books and that will include an update to that edition. At some point we may have to look into some editing for that. The third power armor pilot is annihilated as several magnetically accelerated rounds shred the chestplate and pauldrons of the Predator Armor as if it wasn't even there. The other one seems determined to get to Atlas. Wheeling towards him, the pilot fires another missile. Atlas lets go of a few grenades before the missile can reach him and several explosions send many of the troops diving for what cover they can find, some attempting to fire back at whatever they can see. The rest don't get back up. The missile falls short and sends a volley of rocks and debris skyward instead. In the middle of that, the Mountaineer takes a few blasts from the laser fire, but it still seems to be standing and all but one of the ogres remains. Meanwhile, some of the troops surround Sir Humphrey, their red coats flapping in the breeze, bayonets affixed. He easily sidesteps each and everyone of them, blades flashing and clanging, but one, one gully sucker gets him. In the back. The wound is deep. Before he is able to register it, another one cuts him as well... Power Armor Combat:
Missiles: 1d8 - 2 - 2 - 2 ⇒ (3) - 2 - 2 - 2 = -3 Deviation: 1d12 ⇒ 42d10 ⇒ (9, 8) = 17 Trooper Combat:
Recovery: 1d6 ⇒ 5 Fighting SirH: 1d8 + 4 - 2 ⇒ (2) + 4 - 2 = 41d8 + 4 - 2 ⇒ (7) + 4 - 2 = 91d8 + 4 - 2 ⇒ (3) + 4 - 2 = 51d8 + 4 - 2 ⇒ (4) + 4 - 2 = 61d8 + 4 - 2 ⇒ (3) + 4 - 2 = 51d8 + 4 - 2 ⇒ (5) + 4 - 2 = 71d8 + 4 - 2 ⇒ (8) + 4 - 2 = 101d8 + 4 - 2 ⇒ (4) + 4 - 2 = 61d8 + 4 - 2 ⇒ (4) + 4 - 2 = 61d8 + 4 - 2 ⇒ (8) + 4 - 2 = 101d8 + 4 - 2 ⇒ (5) + 4 - 2 = 71d8 + 4 - 2 ⇒ (1) + 4 - 2 = 31d8 + 4 - 2 ⇒ (1) + 4 - 2 = 31d8 + 4 - 2 ⇒ (4) + 4 - 2 = 6 Knife Hit 1: 2d8 ⇒ (8, 8) = 162d8 ⇒ (8, 7) = 151d8 ⇒ 7 Knife Hit Two: 2d8 ⇒ (5, 4) = 9 Shoot at Atlas: 1d8 - 2 - 2 ⇒ (3) - 2 - 2 = -1 Shoot at Shakti: 1d8 - 2 ⇒ (5) - 2 = 3 Shoot at Mountaineer: 1d8 ⇒ 5 Shoot at Burgurk: 1d8 - 2 - 2 ⇒ (8) - 2 - 2 = 4 Shoot at Ogre 1: 1d8 ⇒ 41d8 ⇒ 7 Shoot at Ogre 2: 1d8 ⇒ 31d8 ⇒ 4 Shoot at Ogre 3: 1d8 ⇒ 41d8 ⇒ 8 Shoot at Ogre 4: 1d8 ⇒ 21d8 ⇒ 8 Mountaineer Damage: 3d6 ⇒ (6, 5, 1) = 121d6 ⇒ 5 Ogre 1 Damage: 3d6 ⇒ (5, 2, 3) = 103d6 + 2d6 ⇒ (1, 4, 6) + (6, 3) = 20 Ogre 2 Damage: 3d6 + 1d6 ⇒ (6, 4, 1) + (5) = 16 Ogre 3 Damage: 3d6 + 1d6 ⇒ (3, 6, 5) + (1) = 153d6 ⇒ (5, 1, 3) = 9 Ogre 4 Damage: 3d6 ⇒ (2, 5, 1) = 8 Round 4:
Initiative- Sir Humphrey- Joker- Smash and Stab Atlas- KH- Quickness (Aimed, no less than 8 Draw, 3 rounds)- Keep Firing.. Enemy Power Armor- JH- Fire and Maneuver New Troops- 10S- Maneuver and Fire Burgurk- 10H- Jalera- 9D- Shakti- 6H- Air Strike in 2 rounds.. Sir Humphrey a 3 wound hit to Soak, if you so choose. You have lots of Bennies... You also have a Shaken Hit as well. Otherwise, everyone is up!!
Savage Rifts RotRwT
I personally would love to see someone play a Crazy, that and I prefer people play what they want. Multi spec into both Charisma and Smarts maybe someone who uses intellectual banter to fluster their social opponents.. kind of a Holmes type.. maybe. Just a thought..
M Human Hyperion Juicer| Bennies 3/3| Wounds 0| Burn 7, Reflexes (-2 to be Hit) Agl d12 Smt d6 Spt d6 Str d8 Vgr d10|| Pace 20 (d10) Parry 9 Tough 15 (5) |
Skills:
. Athletics d8, Common Knowledge d6, Fighting d12, Language (American) d8, Notice d6, Persuade d4, Research d4, Shoot d12, Stealth d4, Survival d8 Jace smirks at the idea of coffee as he watched this new woman work. It didn't matter if she spoke some mish-mash of American and Techno-can, a woman's wiles translated to all languages. When he spots the giant jar of peanuts behind the counter though, he digs in, not even bothering to ask.
M Human Hyperion Juicer| Bennies 3/3| Wounds 0| Burn 7, Reflexes (-2 to be Hit) Agl d12 Smt d6 Spt d6 Str d8 Vgr d10|| Pace 20 (d10) Parry 9 Tough 15 (5) |
Skills:
. Athletics d8, Common Knowledge d6, Fighting d12, Language (American) d8, Notice d6, Persuade d4, Research d4, Shoot d12, Stealth d4, Survival d8 Jace's satisfied smile is ever present on his face as he enters D-Lux. He wasn't impressed with this information broker's lack of security. "DeX is expecting us. Couple of his girls told us he could hook us up. Don't want to keep him waiting. " Drek! What were their names? He cursed to himself as he stepped in the room as confident as he felt.
SFS #119796-701, M Human Bounty Hunter Mystic (Overlord) 3 | HP 22/22| SP 21/21 | RP 3/3| EAC: 14 KAC: 15 | Fort: +2| Ref: +2| Will: +5 | Init: +1 |Spells DC 13+ 1st: 4/4| Cultures +6, Intimidate +8, Mystic +8, Perception +8, Pro (Bounty Hunter) +8, Sense Motive +8, Survival +9
Sheathing his sword, Kallus silently reprimands himself. You are here to do a job, not be a spectacle. Let the others take all the glory, just get the job done. Looking to the others, then at the hole, he says, "Shall we?" and starts to climb through. Athletics: 1d20 + 1 ⇒ (9) + 1 = 10
SFS #119796-701, M Human Bounty Hunter Mystic (Overlord) 3 | HP 22/22| SP 21/21 | RP 3/3| EAC: 14 KAC: 15 | Fort: +2| Ref: +2| Will: +5 | Init: +1 |Spells DC 13+ 1st: 4/4| Cultures +6, Intimidate +8, Mystic +8, Perception +8, Pro (Bounty Hunter) +8, Sense Motive +8, Survival +9
Ah, got it.. hopefully i'll have enough at the end to keep the armor..
SFS #119796-701, M Human Bounty Hunter Mystic (Overlord) 3 | HP 22/22| SP 21/21 | RP 3/3| EAC: 14 KAC: 15 | Fort: +2| Ref: +2| Will: +5 | Init: +1 |Spells DC 13+ 1st: 4/4| Cultures +6, Intimidate +8, Mystic +8, Perception +8, Pro (Bounty Hunter) +8, Sense Motive +8, Survival +9
Perception: 1d20 + 6 ⇒ (10) + 6 = 16 Kallus keeps his hand on his sword as the woman serves tea. "It is interesting to note that on your retirement you can afford shirren craftsmanship." He runs his other hand over a bookcase. "And this piece of work, Ysoki, I believe. Very nice. Very expensive. As my friend said, we traced some activity here and since scans show only you two here, our choices have been narrowed down. Let's talk." Intimidate: 1d20 + 6 ⇒ (9) + 6 = 15
PFS#119796-1|Male Human Cavalier (Emissary) 6| HP: 52| AC: 21/13/19 | Fort: +7| Ref: +5| Will: +6| Init: +6 | Diplo: +15| Handle Animal: +14| Perc: +2 | Ride: +5| SM: +12 (+15)
Willem breathes a sigh of relief as he feels his strength returning. He pats the big orc on the shoulder. "Thanks friend, it seems Gorum has blessed us this day." As he looks at the body, he nods to Yugatta. "You are right. This is a Blakros servant. Look at the colors on his clothes. Hodd, I think, was his name. There is more going on here than I believe we were told." He indicates the mold and leaves with his blade. "This, unfortunately, is not my forte." Looking over the paperwork, he shakes his head. "I should have paid attention when I was being taught languages. This name though, Imrizade, mean anything to any of you?"
SFS #119796-701, M Human Bounty Hunter Mystic (Overlord) 3 | HP 22/22| SP 21/21 | RP 3/3| EAC: 14 KAC: 15 | Fort: +2| Ref: +2| Will: +5 | Init: +1 |Spells DC 13+ 1st: 4/4| Cultures +6, Intimidate +8, Mystic +8, Perception +8, Pro (Bounty Hunter) +8, Sense Motive +8, Survival +9
Kallus nods at the newcomers as he starts looking up their data on computer. "Captain. Since you hold rank, I presume you know why we've been brought together? Cryptic messages from holographic images do wear thin after a while." In case anyone is wondering, Kallus does have a stick in dark places and his attitude is by no means a shot at the GM or anyone for taking too long to start. I, the player, am fully aware that we don't start until tomorrow. Kallus, is just, well, callous.
SFS #119796-701, M Human Bounty Hunter Mystic (Overlord) 3 | HP 22/22| SP 21/21 | RP 3/3| EAC: 14 KAC: 15 | Fort: +2| Ref: +2| Will: +5 | Init: +1 |Spells DC 13+ 1st: 4/4| Cultures +6, Intimidate +8, Mystic +8, Perception +8, Pro (Bounty Hunter) +8, Sense Motive +8, Survival +9
Player Name/Alias: Shadow Bloodmoon
SFS #119796-701, M Human Bounty Hunter Mystic (Overlord) 3 | HP 22/22| SP 21/21 | RP 3/3| EAC: 14 KAC: 15 | Fort: +2| Ref: +2| Will: +5 | Init: +1 |Spells DC 13+ 1st: 4/4| Cultures +6, Intimidate +8, Mystic +8, Perception +8, Pro (Bounty Hunter) +8, Sense Motive +8, Survival +9
Kallus nods at VC Arvin and then at Baskoro. Then he straightens himself up and calls out. "Alright folks, let's go get that ship. We have a score to settle with the Corpse Fleet." He takes some time getting familiar with each room of the ship, the engineering section, berths, gangways, etc. until he finally gets to the bridge. Looking over the crew stations, a satisfied smile crosses his face as they perform pre-flight checks. "Pilot, standby to take us out."
PFS#119796-1|Male Human Cavalier (Emissary) 6| HP: 52| AC: 21/13/19 | Fort: +7| Ref: +5| Will: +6| Init: +6 | Diplo: +15| Handle Animal: +14| Perc: +2 | Ride: +5| SM: +12 (+15)
Diplomacy Aspis: 1d20 + 12 ⇒ (8) + 12 = 20 Know (Religion) Guardian: 1d20 + 1 ⇒ (12) + 1 = 13 Diplomacy Kobolds: 1d20 + 12 ⇒ (14) + 12 = 26 Ser Willem spends his time talking to the various merchants coming through the area and making deals for his own caravan. When he meets with his companions over dinner, he relays the following. "Turns out Valsin is right, Aspis sent a group a mercenaries to hunt us down. Led by a tracker named Zaril Namoth, they are headed to Blood Cove from the Northwest. Not only that, some local boy has been telling stories of a hidden city infested with traps that he narrowly escaped from. Something tells me the Guardian may be protecting more than we think." -Posted with Wayfinder
Savage Rifts RotRwT
There is another apothecary in town, just have to do a little research. That and some investigation for the over arching story. Plus (!) There will be more for you specifically, we just haven't gotten there yet.. -Posted with Wayfinder
Savage Rifts RotRwT
Brodert turns up one eyebrow. "'Fortuitous' indeed. Though what the goblins would know about ancient Thassilon could fit on my little finger, I think. I could be wrong. You'd have to ask Shalelu on that. You are welcome to peruse my books as you need on the subject if you like. Just keep them in order, please." If needed, when you roll a Knowledge (History) check, you gain a +2 circumstance bonus when researching anything related to Thassilon, over and above the bonus for being in Sandpoint. (also a +2).
PFS#119796-1|Male Human Cavalier (Emissary) 6| HP: 52| AC: 21/13/19 | Fort: +7| Ref: +5| Will: +6| Init: +6 | Diplo: +15| Handle Animal: +14| Perc: +2 | Ride: +5| SM: +12 (+15)
Let's find out.. Relishing a fight with a worthy foe, Willem bats aside the big kobold's weapon and thrusts forward with his sword. Sword Strike: 1d20 + 6 ⇒ (17) + 6 = 23 -Posted with Wayfinder
Savage Rifts RotRwT
Like I've said before, I'm not so worried about time. I myself sometimes go a couple days without touching the boards due to RealLife (tm). As long as you guys are okay with the slow pace, I will keep going with it. -Posted with Wayfinder
Savage Rifts RotRwT
Sounds good, I'm working on transferring the map as I type. I understand the schedule thing, thus my prior message of requiring only every other day or so... Here is the link. I put Jonis up there already because she placed herself. The rest of you I have in the corner so you can place yourselves in starting positions...
Yes, That 1st spot is for Burgurk, so there are still 5 spots open. I read the Tatooed Man Rules and they look pretty well done. I did the GM Full Kit Kickstarter, so I have pretty much everything, but it's always nice when the work is already done ;-) Rifts is probably my favorite post apocalyptic setting, just never was a fan as some of the rules... marrying to Savage Rules was genius and so I'm looking forward to running this one. So far we have: Sir Gavryn- CyberKnight
Edit: I have practically every Rifts book other than the very latest. If there is something in one of those you really want, let me know and we can work on converting it...
PFS#119796-1|Male Human Cavalier (Emissary) 6| HP: 52| AC: 21/13/19 | Fort: +7| Ref: +5| Will: +6| Init: +6 | Diplo: +15| Handle Animal: +14| Perc: +2 | Ride: +5| SM: +12 (+15)
As Kenra ties on the last of his straps, Ser Willem smiles at her. "I promise I won't gamble any money away. Getting her enchanted was expensive enough." He pats the hilt of the sword at his side. "Now, go and have Destrier taken care of. I will see you soon." He gives her a salute and he stares after her for a brief moment before heading in to the Lodge. He had never been to Last Wall before and Vellumis was as grand a showing of it that he had ever seen. White washed walls and shiny domes on buildings were eclipsed however by the large contingent of military forces in the area. He didn't know much about the place, but he was sure there was a reason for it. As he headed in, he removed his helmet, shaking his blonde hair out and smoothing it with his hand. His practiced smile appeared as he greeted the doorman and then went directly to the office of the Venture Captain, his newly shined chain shirt clinking under his white tunic with the Dargerion crest of an amethyst colored dragon grasping a golden crown. The same crest adorned the steel shield strapped to his back. He listened intently to the Captain before speaking. "Sir, you'll have to forgive my ignorance of things magical, but I don't believe my eyes will find anything more than a spellslinger would in those pages."
pezlerpolychromatic wrote:
Space 1999, a great series.. Okay, so I had to bite and with all the new categories, I can narrow the list down a bit. I LOVE starships... and mecha and... anyway: Big D*mn Ships:
Capital Ships:
Medium Vessels:
Fighter Craft:
Savage Rifts RotRwT
Smith channels his inner ghost and is able to fully reconnoiter the area without the six armed soldiers taking notice. Everyone gets a free Action Die for this encounter only. He is able to determine their patrol routes and their shift changes. While he isn't able to see into the base proper, this guardhouse is fully ingrained in his mind.
Savage Rifts RotRwT
Hey everyone! As mentioned when I started this, on Monday the 21st I will also be out of town and without my computer. I will have my phone and thus Wayfinder, but I won't promise anything. I will do my best to keep track though... I will be returning on 28th.
Savage Rifts RotRwT
The guards look over the papers of each of you, scanning each one and pretending to look menacing. Though, it is more like they are looking past the paperwork at the woman who obviously needs help keeping her clothing together out here in the rugged hills. Two of the men look through the back of the truck, poking around with their weapons. A nod from one of them receives a curt grunt in return. The one reading the paperwork hands it back to each of you and motions you through as one of the other men opens the gate. .. I'm not even going to roll to resist that. .. -Posted with Wayfinder
My only thoughts to add are that if this book is anything like Unearthed Arcana was, I'm sold. I mean, I'm subscribed anyway, but I love the options that such a book provides to help create a game my group and I like to play. Pathfinder had always been about options and honestly I feel like any of the current classes could be made viable without much change, using the options already provided, but that's me and I'm less of a tactical gamer and more of a story gamer when it comes to pathfinder. Talk to me about say, Warhammer, it would be different. Nonetheless, in all fairness, play the game you want to play, Pathfinder gives you the options, it's up to each player to make it work for their game. This book I think will expand those options and I'm very happy Paizo has decided to do it.
About Flyn RiderThe Crunch:
Male human Kensai Bladebound Magus 1
CG Medium humanoid (human) Init +6; Senses Perception 0 ————— Defense ————— AC 16, touch 15, flat-footed 11 (+1 armor, +4 Dex +1 Dodge) hp 11 (1d8+2) 1 Favored Class Fort +4, Ref +4, Will +2 ————— Offense ————— Speed 30 ft. (30 ft. in armor) Melee Rapier +5 (1d6+4/18-20) Special Attacks +1 Enhancement Bonus 1 Arcane Point Swift Magus Spells Prepared (CL 1st; concentration +4) Shocking Grasp, Detect Magic, Acid Orb Spells In Spellbook All 0 Level, Shocking Grasp, Shield, Color Spray, True Strike, Vanish, Magic Missle ————— Statistics ————— Str 7, Dex 18, Con 14, Int 16, Wis 9, Cha 10 Base Atk +0; CMB -1; CMD 13 Feats Weapon Finesse, Weapon Focus Rapier, Fencing Grace Traits Reactionary, Magical lineage (Shocking Grasp) Skills Knowledge Planes +7, Knowledge Dungeoneering +7, Knowledge Arcane +7, Perception +0, Ride +8, Spellcraft +7 Languages Common Orc Elven Gnome Other Gear Harakami, Rapier, weapon cord, backpack, bedroll, belt pouch, flint and steel, rope, mess kit, soap, skillet, torch (10), trail rations (5) Candles (5) Candle Lantern, whetstone, locked gauntlet 59 9 7 Coins: GP(96) SP(11) CP(93) ————— Special Abilities ————— Spell Combat-Full Attack -2 penalty to attack rolls, cast 1 spell with a cast time of one standard action Arcane Pool 4 Points 1 point Swift +1 Enhancement to weapon Weapon Proficiency Rapier Weapon Focus Rapier +1 to hit Weapon Finesse Dex to Hit Rapier Fencing Grace Dex to Damage Rapier Flyn's Background:
Flyn was born to a mother who died in childbirth. His father left in grief leaving Flyn to fend for himself from a young age. Flyn was a headstrong boy who trained hard every day trying to gain skills and knowledge. While he practiced he realized he had some skill at arcane spell casting. He had to keep his power secret, because wizards are not looked upon kindly in these parts. Flyn had become quite the swordsman and was the only boy in his town who could boast of an undefeated record in duels. A city nearby had recently announced a contest; so young boys in the local area could demonstrate their skills, to be picked for apprenticeship. Flyn looked upon this contest with much eagerness, practicing every day in hopes of being chosen by a master. The day had arrived where Flyn’s practice would show. As people watched, Flyn dazzled the crowd with his speed and strength. Even the toughest warriors fell that day to his sword, and spell. A local Magus of the name Finnigan decided to pick up Flyn as an apprentice to hone his combat and arcane skills. Once Flyn had reached the end of his tutelage, he set off on a quest to collect knowledge of arcane arts, and skill at combat. Flyn's Appearance:
Flyn has a rugged face that while relatively unmarked, shows some scars from combat. His calloused hands let others know that he is fairly accomplished with a blade and is not new to combat. His intense eyes crackle with an intelligence far beyond his age. He keeps his hair long, while his face is shaven clean, his small stature may betray weakness, but those who provoke him usually meet their end upon his blade. His stance betrays caution as he is always looking out and keeping an eye on those he believes to be opposed to him and his quest. Flyn's Interaction:
Flyn's quest of gaining knowledge and power is always first on his mind. He will help others as long as it does not stand in his way. He will use whatever means necessary to gain what he believes is power as long as it doesn't cause harm to him or friends. As an orphan Flyn will not trust anyone until they prove that they are worthy of his help. Flyn will secretly oppose those that he have not deemed worthy of his trust. Flyn will also follow his own whim regardless of good or evil. To Flyn neither is preferable and it rarely factors into his decision making. |