Arlindil

Simelien Cutanryl's page

31 posts. Alias of Reckless.


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Sim weaves his blade through #8 1d20 + 8 ⇒ (20) + 8 = 28 for 1d10 + 5 ⇒ (10) + 5 = 15 confirmation roll 1d20 + 8 ⇒ (7) + 8 = 15 for extra 1d10 + 5 ⇒ (8) + 5 = 13 if confirmed.

They'll not get by us! the elf revels in the skill and power of Sandpoint's defenders.


Assuming that Brin's attacks hit and kill 14 and 15, Sim will move up and attack 9 and 10 with a scything strike. (otherwise 5' step and sub in 14 and 15 for 9 and 10)

1d20 + 9 ⇒ (11) + 9 = 20 to hit for 1d10 + 6 ⇒ (10) + 6 = 16 on 9 and 1d10 + 6 ⇒ (10) + 6 = 16 on 10.


Oops, yeah , forgot to add that in :)


Sim charges past the carnage to attack 16 1d20 + 10 ⇒ (19) + 10 = 29 for 1d10 + 5 ⇒ (6) + 5 = 11 Confirm 1d20 + 10 ⇒ (19) + 10 = 29 for additional 1d10 + 5 ⇒ (7) + 5 = 12


"Let's keep pressing." Sim moves towards Beta, casting shield before he moves.


Sim sees the massive giant swinging for the outfield and decides to stay way from the path of blood. He makes a few gestures, speaking ancient elvish words of power, then saying to Alkaid Some additional protection beyond my Aegis.

Barkskin for +2 natural AC on Alkaid.
Aegis adds +1 morale bonus to AC and Will saves for Brin, Alkaid, and Idril.


Yeah, use it. I have some alchemist fire if nothing else. At the very least, you will slow them down.


Sim drinks his shield extract and moves up to N7, gripping his sword.


Sime stops, realizing no one has healed the big man yet. Come on, I'll do what I can along the way.

He removes his wand of cure light wounds, casting each round as a standard action, and making a move action to get closer.

1d8 + 1 ⇒ (7) + 1 = 8
1d8 + 1 ⇒ (6) + 1 = 7
1d8 + 1 ⇒ (3) + 1 = 4

(Activating a wand is DC20, he has +10 and can do it taking 10. Cure Light Wounds is on his extract list, but I'm not sure how that interacts with the requirement of having the spell on your list without UMD.)


"As you wish, Sheriff. Let us make haste."

Sim will switch into running hunters stance for a burst of speed and move quickly towards the docks.


Simelien enters into Defensive Focus to regain his maneuvers. He threatens a 10' area with attacks of opportunity, and his CMD counts as 8 higher vs anyone attempting acrobatics to prevent his AoOs.


Sim performs an iron shell counter vs the first foe who hit him 1d20 + 7 ⇒ (17) + 7 = 24 (vs red6's attack roll)

He swings at R6 on his turn, otherwise strikes at 18 1d20 + 8 ⇒ (8) + 8 = 16 for 1d10 + 5 ⇒ (7) + 5 = 12


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Sim regretfully drops his bow, draws his sword and steps to K8, swinging at R6 1d20 + 8 ⇒ (13) + 8 = 21 for 1d10 + 5 ⇒ (5) + 5 = 10 damage. Do not think your cause won so easily. In me you face your doom. adopting circular stance. He nods towards Alkaid in recognition of her prowess.


Sim lets another arrow fly, this time at #19 1d20 + 8 ⇒ (17) + 8 = 25 to hit for 1d8 + 1 ⇒ (5) + 1 = 6 damage. Sandpoint is under more powerful protection than your master reckoned with. You will fail. he says to the attacking marauders.


Sim lets an arrow fly at #15. 1d20 + 8 ⇒ (7) + 8 = 15to hit for 1d8 + 1 ⇒ (8) + 1 = 9 damage. He steps to L7 so his Aegis covers A,B,C,D,F,G, and the Sheriff.


Sim takes careful aim at #8 and lets an arrow fly 1d20 + 8 - 4 ⇒ (16) + 8 - 4 = 20 dealing 1d8 + 1 ⇒ (1) + 1 = 2 damage and marking the target (-4 to attack anyone but Sim.)


Sim puts away his sword and moves forward to M8 while drawing his bow. His Aegis falls over the Sheriff and C,G,D granting them +1 to AC and will saves. Hold!


Sim sees the group split make-up and follows Midori towards the sheriff. Looks like they'll be able to handle helping the singer. Let's see if we can keep the villains from being to effective. he moves with speed and grace. We are coming to aid you, sheriff!


Sim uses Bloody Riposte as an immediate action to strike back at the one who hit him. 1d20 + 9 ⇒ (5) + 9 = 14 to hit for 1d10 + 6 ⇒ (2) + 6 = 8 Miss!

On his turn, he uses a move action (due to effortless aid) to aid Alkaid and improve her AC by 3 (helpful trait) until his next turn. 1d20 + 9 ⇒ (8) + 9 = 17 Sucess!

Then, he turns his attention towards 17 and 15, cutting with an efficient scything strike to attack them both with one stroke 1d20 + 9 ⇒ (17) + 9 = 26 for 1d10 + 6 ⇒ (6) + 6 = 12 on 17 and 1d10 + 6 ⇒ (4) + 6 = 10 on 15.

Sim's Aegis also gives Alkaid and Brin +1 morale on AC and Will saves.


5' step to H6, attacking G7

1d20 + 9 ⇒ (6) + 9 = 15 for 1d10 + 6 ⇒ (6) + 6 = 12 on hit

then switches to circular stance.

Don't let these dogs surround you. They likely aren't the type to consider honorable battle. Sim sneers derisively, hoping to trick the pirates into attempting to flank him.


Sim exits behind the others, taking time to draw his weapon and entering running hunters stance for extra speed and scent before leaving the tavern. He sees the pirates are already this far into town, and decides to take a stand here so as not to allow them any further.

Stand fast. Let us dispatch these villains before they harm any innocents. he evaluates the enemy quickly.


Fear is not as big an issue as boredom. I believe your activities will provide the necessary level of interest. The elf speaks evenly. And I have no interest in children.


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Simelien nods. He did issue a challenge to the room. Loudly enough for one to hear over the wonderful singing of Miss Ameiko. However, it seems he intended it to prevent violence, rather than to engage in it. That is a place where trust can begin, yes? he speaks softly enough to keep from interrupting the main conversation, but loudly enough for the dwarf to hear.

He quarter-turns, offering his hand to the dwarf. Simelien Cutanryl. My compatriots address me as 'Sim'. he leans in closer as the dwarf (or the dwarf's beard) takes his hand, whispering And, if it proves to be a false path, perhaps I could aid you in that toss.


Perception 1d20 + 13 ⇒ (12) + 13 = 25

Sim's distracted thoughts are interrupted as his keenly-attuned ears pick up bits of the conversations taking place in the Inn. Right, not here to admire the music.

He approaches the gathering crowd, listening in to their conversation, his senses focused in to the half-giant, analyzing his level of threat and/or aggression after his invitation to trouble.

Not aggressive, merely used to receiving aggression. Capable of providing it as necessary.

He nods, respectfully, listening in.


Simelien smirks Naturally. Drawn to the most popular tavern in town. I suppose I might next witness some kind of brawl around alcohol.

He heads towards the Inn, taking note of the Tie-Style dragon hanging outside it's door. He straightens his shirt and enters, ducking under the door frame. At 6'6", it's something you get used to.

Upon entering, he looks around for an open table or a place at the bar. Hearing the music on stage , however, he decides instead to get closer to that. He notes the Tien features of the singer. Something strikes him as familiar, but he's unsure of exactly what.

Knowledge (nobility) 1d20 + 8 ⇒ (7) + 8 = 15; Knowledge (local) 1d20 + 8 ⇒ (2) + 8 = 10


A tall, lean elf, dressed in shades of green, with long, dark hair swept to one side, stood before a post outside a small town on the Varisian coastline.

Welcome to Sandpoint. Please take a moment to see yourself the way we see you. the signpost declared. Below the sign, a mirror had been hung.

Amusing. the elf bent down and backed away a bit, in order to accommodate the sign's request. His trip from Magnimar had been fairly leisurely, and he only had to brush a slight amount of dust from his pantlegs.

He turned to the large beast of burden accompanying him on his journey through Northern Avistan. Tremorfoot, come. he said, and the beast approached. From within one of the many packs the beast carried, he withdrew a fashionable cloak, some fresh boots, and a folding chair. He took a few minutes to polish the boots, sitting in the chair, ponderously gazing at the sign and mirror as he did so.

How, indeed, will they see me? The humans of Varisia are a diverse lot. Those who fled Cheliax as Thrune rose to power are of a more serious mindset than those of native descent, the Varisians, but less so than the frequently hostile Shoanti. I imagine many will be intimidated by my height. It might be best to stow my blade on Tremorhoof. Of course, he will be a bit of a curiosity to them as well. he rubbed a dirt-stained spot on the boots, polishing it as best he could. Naturally, they will benefit from my knowledge and experience. However, past experiences have led me to conclude that gratitude for such comes only after a period of recalcitrance in the face of truths. Fortunately, the more adept among them will adapt sooner and reveal themselves as potential equals.

He finished, putting the boots on, standing, and cinching the cloak in place, Folding the chair, and reinserting it into its pack, he straightened his shirt and did his best to apply a smile to his face, although, in truth, his smiles appeared more as smirks.

Simelien Cutanryl (Portrait) crossed the bridge into Sandpoint, ready to show the town who he was.


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Hello fellow adventurers. I am looking forward to improving your chances of survival. notices Korbin's eyebrow rising And the survival of your beards, of course.

Sim, reporting in. Will work on finishing the character and reformatting his sheet tonight as best I can.


Sim walks through the town, observing the quirks of the townsfolk, instantly analyzing their behaviors and drawing several conclusions. Several dozen scorch marks at knee level. Weary, yet friendly faces, with a hint of pride and recent relief.

This town was attacked by goblins recently. A decent sized force. Someone drove them back, and put an end to their predilections. That woman lost her husband. That man enjoys sausage too much.

He stops at a corner, pausing a moment before a group of kids run by, laughing and chanting a nursery rhyme. He looks at a bird's carving on a nearby building. Demons.


Background:
Indrito was raised in Magnimar, the child of a guardsman and a Calistrian prostitute. Like many Emberkin, he struggled with questions of morality and sin during his childhood, often getting into trouble with his mother (and her clients), but able to worm his way out of the spotlight, shifting blame elsewhere and avoiding the sting. Yet, his Aasimar blood would cause him to feel great shame at his actions, and he would find ways to punish himself for his guilt. The cycle of sin and self-flagellation continued through much of his childhood.

Always a curious person, Indrito took to exploring the ancient ruins left by the Thassilonian Empire's collapse, fascinated both by the wonders of their timelessness and by the enormity of time that had spanned their existence. In one such ruin, Indrito found the answers to his life-long questions of morality and vice bound between the covers of an ancient tome. This volume spoke of the gods beyond the stars, of Azathoth, Nyarlathotep, Shub-Niggurath, and, foremost in fascination to the young Emberkin, Yog-Sothoth, the Lurker at the Threshold, who awaits the end of eternity. Reading the time-lost pages, Indrito felt his mind freeing itself from the shackles of both society and biology, unbound from his previous notions of morality.

Since finding the tome, Indrito has traveled far and wide, pushing the boundaries of his moral freedom, subtly influencing events and people across Avistan. He has learned to master the little lies of life, those people tell themselves to make living bearable. He has forged his tongue into a weapon of chaos, and revels in the fire honing it. By the time he has finished with a lie, the listener swears it was theirs to begin with, and holds onto it as dearly as if it were. Nor is he above using magical means of manipulations.

During his travels, he looks for signs of the works of the Elder Gods, seeking clarity of purpose in their freeing madness. His recent works have brought the horrors of Rappan Athuk to his attention. Here is a place where virtue and sin clash for dominance, reminding him of the follies of ancient Thassilon. Here, there is opportunity for freedom to spread from under the thumb of either form tyranny.

Quoth sub Persona:

"Of course it does not apply to me. I am the soul of honor, kindness, mercy, and goodness. Trust me in all things." -Corwin

"And I, of course, am innocent of all but malice." -Fiona --Chronicles of Amber, Roger Zelazny

Indrito Skalf epitomizes the spirit of these two quotes. A born, raised, and trained manipulator, he sows chaos through the spread of both information and misinformation, awaiting the day when the Great Old Ones and Outer Gods will come to Golarion and bring about a new age of chaos and wonder. Indrito plies his innocent good looks, the innate feelings of trust he engenders in others, and skills of deception born of a human's lifespan worth of practice to not only believe his words- but to spread them.

Indrito bring plenty of skills to the party; he is a decent trapfinder/disabler, consummate diplomancer, plentiful healer, powerful enchanter, and sage extraordinaire.

Indrito Skalf:

Male peri-blooded aasimar (emberkin) Inveigler Bard (Archaeologist) 7 Oracle (Psychic Searcher) 8 Gestalt

CN Medium outsider (native)
Init +10; Senses darkvision 60 ft.; Perception +15
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Defense
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AC 22, touch 12, flat-footed 21 (+7 armor, +1 deflection, +1 Dex, +3 shield)
hp 80 (8d8+16)
Fort +14, Ref +16, Will +17
Defensive Abilities evasion, trap sense +2, uncanny dodge; Immune exhaustion, fatigue; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 20 ft.
Melee +1 mithral rapier +7/+2 (1d6+1/18-20)
Ranged +1 shortbow +8/+3 (1d6+1/×3)
Special Attacks archaeologist's luck 14 rounds/day (+2), charming falsehood

Spell-Like Abilities (CL 8th; concentration +18)
. . 1/day—pyrotechnics (DC 22)
Oracle Spell-Like Abilities (CL 8th; concentration +18)
. . 1/day—speed or slow time

Bard (Archaeologist) Spells Known (CL 7th; concentration +17)
. . 3rd (3/day)—charm monster (DC 25), cure serious wounds
. . 2nd (6/day)—anonymous interaction[ACG] (DC 24), blindness/deafness (DC 22), calm emotions (DC 24), cure moderate wounds
. . 1st (7/day)—charm person (DC 23), disguise self, hideous laughter (DC 23), innocence[APG], unseen servant
. . 0 (at will)—animate tools, canny effort, detect magic, mending, prestidigitation, sift[APG]

Oracle (Psychic Searcher) Spells Known (CL 8th; concentration +18)
. . 4th (5/day)—cure critical wounds, divination, divine power
. . 3rd (7/day)—cure serious wounds, invisibility purge, locate object, nap stack[APG] (DC 23)
. . 2nd (9/day)—augury, cure moderate wounds, hold person (DC 24), lesser restoration, sound burst (DC 22)
. . 1st (9/day)—cure light wounds, mistsight, murderous command[UM] (DC 23), shield of faith, shield speech, unbreakable heart[ISWG]
. . 0 (at will)—cleansing ray, create water, detect charm, discern health, enhanced diplomacy, lightning sand (DC 20), purify food and drink (DC 20), read magic
. . Mystery Time

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Statistics
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Str 10, Dex 13, Con 14, Int 20, Wis 12, Cha 30
Base Atk +6; CMB +6; CMD 18

Feats Antagonize[UM], Battle Cry[ACG], Divine Protection[ACG], Extra Revelation[APG], Extra Rogue Talent[APG], Greater Spell Focus (enchantment), Improved Feint, Noble Scion Of War[ISWG], Persuasive, Spell Focus (enchantment)

Traits fate's favored, innocent

Skills (Rank Stat Class Misc)
Acrobatics +3 (2 1 3 -3)(-1 to jump),
Appraise +10 (2 3 5 0),
Bluff +29 (8 10 3 8),
Climb +2 (2 0 3 -3),
Diplomacy +31 (8 10 3 10),
Disable Device +11 (8 1 3 -3+2),
Disguise +21 (8 10 3 0),
Escape Artist +3 (2 1 3 -3),
Fly +2 (2 0 3 -3),
Handle Animal +14 (1 10 3 0),
Heal +5 (1 1 3 0),
Intimidate +16 (1 10 3 2),
Knowledge (arcana) +12 (1 3 5 3),
Knowledge (dungeoneering) +12 (1 3 5 3),
Knowledge (engineering) +12 (1 3 5 3),
Knowledge (geography) +12 (1 3 5 3),
Knowledge (history) +12 (1 3 5 3),
Knowledge (local) +12 (1 3 5 3),
Knowledge (nature) +12 (1 3 5 3),
Knowledge (nobility) +14 (1 3 5 5),
Knowledge (planes) +12 (1 3 5 3),
Knowledge (religion) +19 (8 3 5 3),
Linguistics +11 (1 3 5 2),
Perception +15 (8 1 3 3),
Perform (act) +21 (8 3 10 0),
Ride +2 (1 1 3 -3),
Sense Motive +14 (8 1 3 2),
Sleight of Hand +7 (2 1 3 -3+4),
Spellcraft +16 (8 5 3 0),
Stealth +3 (2 1 3 -3),
Survival +2 (1 1 0 0),
Swim +2 (2 0 3 -3),
Use Magic Device +21 (8 10 3 0)

Languages Aklo, Celestial, Common, Draconic, Dwarven, Elven, Gnome, Sylvan, Thassilonian

SQ bardic knowledge +3, clever explorer +3, hidden enchantment, inspiration, investigator talent (amazing inspiration), lore master 1/day, oracle's curse (lame), revelations (knowledge of the ages, speed or slow time, temporal celerity), rogue talents (coax information, convincing lie), slow and steady, taken to the grave, truespeaker, truth be told, undetectable alignment, undetectable thoughts

Combat Gear extend metamagic rod (lesser), runestone of power (1st), wand of cure light wounds, durable arrow (20); Other Gear +1 mithral lamellar (steel) armor, +1 mithral heavy steel shield, +1 mithral rapier, +1 shortbow, handy haversack, headband of alluring charisma +4, ring of protection +1, ring of spell knowledge i, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), ink, black, inkpen, journal, masterwork thieves' tools, mess kit, mirror, pot, soap, torch (10), trail rations (5), waterskin, 76 gp


HighonHolyWater wrote:

He did say a grand total of 1 template was allowed.

D'Oh! Ok, will fix. Too focused on the up to +3 CR. Keeping smoke as it is the most important one. Will adjust and add in 2 more levels of Psion.


Whisper Stuarden, N Female advanced psychic smoke daemon-spawn tiefling psion 5-warder (dervish defender) 8 gestalt and follower of The World Thunder.

Background will be added soon, needs to be written, edited, perhaps re-written.. but essentially she was born of smoke, flame, and pain, and has seen the wonders to come when Mhar finally comes in full to Golarion. She seeks glory in his service. Quiet, but not silent, she speaks her mind and backs it with her blades. She is a dynamo in combat, but always seems to find a way to protect her allies while navigating the battlefield.