Pugnan Longwater

Sir Bleeparolo the Deft's page

168 posts. Alias of Peet.


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Okay, here is Sir Bleeparolo the Deft (he is called that because of his comically low DEX score).

Sir Bleeparolo is an oracle of the nature mystery. He has a wolf bonded mount and he fights mounted, preferring to charge with a lance. He is a healer but also has a few spells for versatility and self-buffing. His damage output is not that great but the fact that his wolf also fights should balance that out.

I've rejiggered his background in the spoiler below (the profile still shows the old background, so ignore that for now).

Revised Background:
* The Papolyxi family lived in the fringes of the Boarwood just south of the town of Esme. Tinkers and scavengers, they made a living by taking junk and scrap metal and making things out of them. They would visit Esme to trade and acquire more scrap.
* Bleeparolo was raised on stories of the Knights of the Black Bough, an ancient order of Gnomish Knights who rode wolves in battle. His father told him many stories of these knights but they may have been complete fiction; no one else Bleeparolo ever met had ever heard of them. Nevertheless Bleeparolo believes in them wholeheartedly.
* When Bleeparolo's mother died when he was a young adult, he became obsessed with the Knights of the Black Bough and decided he had to become one. He began crafting armor and weapons and and spent much of his time in meditation, seeking the "harmony with nature" that would allow him to tame a wild animal like a wolf as a mount.
* Eventually Bleeparolo's meditations bore fruit as he met Varkha Gzegdoug, Bleeparolo's wolf "Spirit Guide." Bleeparolo freed Varkha from a leg-hold trap placed by kobolds living in the Boarwood.
* With his new-found spiritual gifts and a loyal mount, Bleeparolo started calling himself "Sir" and began a crusade against the kobolds of the Treebiter tribe. Eventually the Treebiters, never a large tribe, decided to move on and find a new home.
* Ironically, the lack of kobold traps in that area of the Boarwood made it possible for human bandit groups to move into that part of the Boarwood. These bandits plagued the area around Edme, which was already struggling. Bandits began to harass the gnomes of the Boarwood, demanding "protection money."
* Sir Bleeparolo visited Edme and tried to get the "authorities" there to do something about the bandits. It turned out that the citizens of Edme were also fed up with the bandits, and a large group of citizens decided to head to the Boarwood to "root out the bandits."
* Sadly, these citizens, mostly ordinary farmers and laborers, did not have the woodscraft to actually catch many legitimate bandits, but they did manage to round up a number of the ordinary residents of the Boarwood, including Bleeparolo's father and a number of other gnomes.
* These prisoners were declared to be "Bandits" and "Traitors to the Republic," and were imprisoned in the Torvin Academy, a local university that had been converted to a political prison. They were scheduled to be beheaded by the Final Blade standing in the university quadrangle.
* With the help of a few other gnomes from the Boarwood, Sir Bleeparolo staged a jailbreak and freed his father from the Academy, along with a number of other innocent gnomes and other Boarwood natives.
* Now, fearing recapture, Sir Bleeparolo and his father are seeking a new place to make a living.

The Three Questions:

Quote:
1. Why is your character fleeing Galt? Are they from a neighboring nation? What attracts them to this expedition? Be specific!

The citizens of Edme decided to root out bandits living in the Boarwood, but just rounded up everyone they could find there and branded them bandits - most were innocent civilians. Sir Bleeparolo's father was once such "bandit" and Sir Bleeparolo was forced to break his father out of jail. Now they are on the move, fleeing the "citizen's justice" that put many innocent people in prison.

(see background for more details)

Quote:
2. In character, write your pitch to the noble as to why your character should be taken along. The rendezvous point is a secret, so you must convince the noble that your character is trustworthy.

"My Lord Viscount! A moment, if you will."

"It has come to my attention that you intend to mount an expedition into the interior, possibly with the aim of founding a settlement. I would like to volunteer my service to you!"

"Your pardon, sir. I am Sir Bleeparolo, a Knight of the Black Bough. No, I suppose I am not surprised you haven't heard of them... we are mostly gnomes. I know gnomes are not often the most martial of folk, but those who are are quite dedicated, I assure you. I can tell you that the Knights of the Black Bough never break a promise."

"Yes, I'm aware my equipment seems... well, it is of good quality no matter what it looks like. I come from a metalworking family, and though the metal has been scavenged the tools are effective, if you get my meaning. They have been tried in real battle."

"I've heard it said that no commander ever has enough cavalry, and while I'm not sure what arrangements you've made for it's defense, surely another mounted man could not go amiss, eh?"

"In the meantime though, it's worth pointing out that we Knights of the Black Bough enjoy a mystical connection with our mounts, and this connection gives us a number of additional powers. Most notably that of healing magic. Much like a cleric, but we are not dedicated to a specific deity."

"My father is also looking to join the expedition, and he is a master metalworker. I am sure you will also need skilled tradesmen in your new settlement."

"My Lord Viscount, you will not regret your decision to include me in this expedition, should you choose to do so. That I swear on my honor as a Knight of the Black Bough. I look forward to your decision."

Quote:
3. Long term, what role does your character hope to play in the fledgling community? Start a business? Range outside the town to scout for threats? Serve in or lead the militia? Found a temple to their deity? Establish a thieves' guild? Dream as big as you like!

Sir Bleeparolo's primary goal is to reestablish the Order of the Knights of the Black Bough. As such, he would need a stronghold of some kind and would have to do a lot of recruiting.

However, he and his father are both skilled metalworkers and would be useful in the new town as craftsmen.


Darn! Missed out on another one.

Oh well. Have fun guys! Keep me in mind if a spot opens up.


GM Darkblade wrote:

Okay, having a bit of trouble deciding on the last spot. Looking at the team as the following, which role should fill the open spot? Which one would be doubled up?

Face, Divine, Frontline, Arcane, Skill Monkey, and Open Slot...

What about Knowledge?

When I think about party composition I generally think about where people would want to be on the battlefield and then think about what they will do off the battlefield.

So everyone is either frontline or backfield. Backfield characters need to be using ranged attacks or casting spells at range (or have some other way to contribute), while frontline characters need to be competent in melee. Most character classes can do either, though some classes are more effective in some roles than others. For Example, you might think of a Rogue as a skill monkey, but a Rogue commonly makes a good frontliner who also has a lot of skills. Overall with six people I would want 3 and 3. Or possibly 4 front and 2 backfield, or 3 and 2 and 1 switch-hitter.

Some of those characters can have abilities outside combat, though a few of them should be dedicated to combat and probably won't have a lot of agency outside it. I wouldn't want a character in the party that is a "Face" and then does nothing in combat but hides behind the rest of the party. But the "outside combat" roles I would look for would be Skill Monkey, Face, Knowledge, Divine, & Arcane. Someone can fill more than one of these roles. Someone who doesn't have one of those has to be particularly good at combat.

Sir Bleeparolo is designed to be in the front line of melee. He won't be the primary damage dealer (though when he charges with a lance and has divine favor going he will have +7 to hit and does 2d6+8 damage) but he can take a fair bit of punishment. So he's a full divine caster with frontline capability. He also has good diplomacy, though he doesn't have Bluff or Intimidate, so he can "Face" a bit as well.


I'm just tidying up Sir Bleeparolo's background and such. I've gone on a bit long and I feel I ought to edit it down.

For story feats, I think it makes sense that Sir Bleeparolo have the Lost Legacy story feat. This can relate to him reestablishing the lost Order of the Knights of the Black Bough as a force for good.


GM Darkblade wrote:
Sir Bleeparolo the Deft wrote:
Okay, GM Darkblade: time to go over stuff for approval.
Traits should be a base of 3, with a possible 1 bonus from the Drawback, for a total of 4.

Yep, that's what I have. The list of 5 includes the drawback.

GM Darkblade wrote:
Starting equipment must be paid for out of the starting funds, though since it is allowed that a caster may have crafted scrolls prior to the start I will allow that the character could have crafted no more than 3 of his own weapons. The weapons are not for resale, and must be used by the character. I will ask for craft check rolls if accepted into the final group. Acceptable?

Sounds good! I'll hold off making those until after recruitment if I get in.

Is everything else okay? (link to original post)


"And I, Sir Bleeparolo the Deft, am here to tell you that the Knights of the Black Bough are not gone from the world, for one stands before your very eyes!"

"No, no, no. I'm talking about ME! Yes, really. Sheesh."

Okay, GM Darkblade: time to go over stuff for approval.

Sir Bleeparolo is a tinker gnome and his armor is made from various bits of scrap metal (including a teapot for a helmet). His weapons are also home-made.

But he has also had a transcendental contact with nature (through the nature mystery) and so a lot of the "fey" stuff that gnomes in Golarion have would reasonably apply to him.

====================================================================

Requested Background Traits:
Since we get 3, or 4 + 1 Drawback, I'll go with the 4 + 1 drawback.

1 Know the Land (Religion) Normally for the Green Faith but I'm mapping "The Old Faith" of Beory onto the Green Faith from Golarion. Bonus to Kn (nature) and Survival.

2 Fate's Favored: (Faith) Increase luck bonuses by +1. Since Sir Bleeparolo's STR won't be that high (14 or 15) he will use this with divine favor to get his chance to hit up to reasonable levels for the bigger fights.

3 Armored Rider (Combat) +1 to ride and no ACP for ride checks when riding

4 Highlander (Regional) +1 to Stealth (2 in highlands) - I mainly want this so I am not the "noisy" one in the party that wrecks everyone else's stealth checks. But I would really like to re-theme this for the Gnarley Forest if possible.

5 Naive (Drawback) -2 to CMB versus Dirty Tricks and -2 AC versus improvised weapons

====================================================================

Requested Archetype:

I'd like him to have this archetype:

The Pei Zin Practitioner is an expert in herbalism and the fluff is that he uses herbalism for healing. It has an Asian theme but the Asians hardly had a monopoly on herbalism, and it seems that someone with the nature mystery could also be good with medicinal herbs.

It trades out your 1st level revelation for an ability that works more or less like a paladin's lay on hands (though it can't harm undead), and your seventh level revelation for the ability to use the lay on hands to cure conditions with a herbalism check. It also gets rid of the bonus class skills provided by the mystery, but gives you bonuses to Profession (herbalist).

====================================================================

Requested Alternate Racial Traits:
I like Gnomes but a lot of their traits do nothing for this character. So here are the alternate racial traits I'd like to get:

1. Master Tinker
Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred.

Logic: This one is really important for the character since it allows me to get proficiency with Lance, and also whatever other melee weapon I come up with. I don't mind paying full price for starting gear but I'd like it to be made by me.

2. Fey Thoughts:
Source Heroes of the Wild
The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This replaces Weapon Familiarity.

Logic: Since the archetype I want kills a lot of my class skills, this would help there. I would go with Perception (because my WIS won't be very good) and probably UMD. Also Weapon Familiarity is completely useless to me.

3. Genial Magic
Source Heroes of the High Court
Gnomes with this racial trait add 1 to the DC of saving throws against enchantment spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—charm person, guidance, message, and prestidigitation. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier. This racial trait replaces gnome magic.

Logic: This one is less important but I don't really like the "illusionist" thing that the regular Gnome Magic sort of forces you into. Sir Bleeparolo is not a deceiver. But he is the leadership type and charismatic, so this fits the personality.

4. Fey Magic:
Source Heroes of the Wild
The character has a mystic connection to one terrain type, (Forest) selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. This ability replaces Obsessive.

Logic: This isn't that important but I like the idea that Sir Bleeparolo is "in tune" with the forest magically. I don't know how much time we will be spending in actual forest, but probably not a lot if we are in dungeons.

Obsessive is not bad for this character either, so rejecting this is not a heartbreaker.

====================================================================

Requested Feats:
These are my planned feats at 1st level.

Noble Scion (War) use CHA for initiative

Extra Revelation - To get the bonded mount revelation.

====================================================================

Let me know what you think.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

As the Skeleton approaches, Sir Bleeparolo tries to bring his lance to bear.

"Not so fast, skinny!"

lance AoO: 1d20 + 4 ⇒ (3) + 4 = 7

But he can't get the lance in the way in time. He drops the lance on the floor and pulls out his Morning Star, as he maneuvers Varkha behind the skeleton.

5' step (to leave a flank opportunity for everyone else) and then standard attack.

"Maybe you'll like this one better!"

He swings...

+1 Morning Star: 1d20 + 5 ⇒ (11) + 5 = 16
damage: 1d6 + 3 ⇒ (2) + 3 = 5


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

FYI guys I know my posts have slowed down a bit lately.

Here's what's going on.

Right now we have a staffing shortage at my workplace, and I have been pulling extra shifts. This has left me pretty tired and worn out. I also expect to be training some new hires soon (though I'm not sure when), and since I do most of my posts from work it is unlikely I will be able to post much on those days, but we don't have a schedule for that person yet, so I don't yet know which days I am doing that, and I may not end up knowing until I arrive for my shift. So since I may not have any warning I'm letting you guys know now. The training will probably be spread over three days.

After that I am leaving for a much needed Vacation on September 30th. I expect to have internet access, so I should be able to post in that period, though it may be a bit irregular.

Sorry for any problems this might cause, and if I don't respond in a reasonable time bot me as needed. Things should be back to normal for me in mid-October.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

"Aha! What have we here? More old bones, I see! Have at them, Varkha!"

Sir Bleeparolo couches his lance and charges at a skeleton! Finally a mounted charge! Aiming for the one at F5. This puts me within reach of the skeleton at C4 but barring any special abilities they should still be flat-footed. My AC is now 14.

Lance +2 Charge: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
damage x 2 on a charge: 2d6 + 4 ⇒ (3, 1) + 4 = 8

Edit: the lance has reach, so I don't think it is legal to charge the one at F5. I have to move at least 10 feet on a charge. So I will instead aim for E6 and I will stop in space D4.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

Ah! I misunderstood. Shame about the lousy rolls. :(

But between us we have a lot of healing available. So I'm not too worried.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

"Apparently a huntress made her last stand in this room, so this is a sort of memorial."

"But then that begs the question: who was she fighting? Clearly there is a lot more to this crypt than we were told at the start."

"By the way... anyone need any blunted arrows?" Sir Bleeparolo says with a grin.

After resting for a while (let's assume we rested for an hour to get 2 more nonlethal HP back) Sir Bleeparolo straightens up.

"We may as well press on. I don't plan to spend all day here like this."

IIRC, magical healing heals regular damage and an equal amount of nonlethal. So we might as well keep going and then magical healing can be applied when we have real damage.

BTW, Belasara: I just realized: doesn't your channel energy only heal 1d6? We are only second level. If that's the case I suppose we would just use the first die. So between the channel and hour of rest we would have recovered 4 Non-Lethal HP.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

Bela: Glad to hear everything's okay. Did you have any damage at your house?

Even if posting goes down to only once or twice a week (and I have one game that's like that) I'm fine with that.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

I am fine with a slower pace if that's all that can be managed. I'd rather do that than drop the game for a couple months.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

FYI guys I probably can't post on Saturday, and not on Sunday until late.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

If people want to take a while to rest I can try to decipher the writing. Waiting to hear from the others what they want to do.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:
Belasara Vileux wrote:
"Yeah, I'm glad I thought of it,"

"As am I!" Sir Bleeparolo says brightly.

Belasara Vileux wrote:
"If it's all the same, maybe we could catch our breath in the next room?" she says in response to Sir Bleeparolo's suggestion. Offering Fonzy a quick smile, she adds, "No offense, Fonzy. I have complete confidence in your abilities... But why risk it?"

"Or perhaps back in the hallway we just left? I'd rather we are in better shape before pressing on."

Belasara Vileux wrote:
As I understand it, we would heal 2 points of nonlethal damage per hour.

Hmm... that's kind of a long time. But Ashling and Fonzy both have quite a bit of nonlethal damage. Do you think it's worth using some actual healing to bring them back up a bit? Maybe channels?


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

"Glad that's over. It was a good idea to bring these shields with us!"

Now that he doesn't have to worry about being shot, Sir Bleeparolo takes his time and tries to make out the inscription on the floor.

Am I able to make it out now?

"Why don't we rest for a few moments to catch our breath and then try this southern door?"

Let's wait until the nonlethal damage wears off then go, assuming it is a relatively short time.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

Sir Bleeparolo looks up over the lip of the shield at the tower.

"Hah! I knew it had to run out of arrows eventually."

He calls down to the hallway. "It's okay! The arrows have stopped!"

He steps to the side, and now that he is not being shot at he tries to read the writing on the floor. He looks up at Fonzy.

"Do you think it resets itself magically? Perhaps we should try to disarm it anyway, just in case."


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

"Argh! Latrine Licker!" Stupid! Must be more careful.

Sir Bleeparolo moves along the writing to what looks like the beginning of the phrase and sets down his shield again.

"If I can make out what this writing says, it might tell us how to shut this bloody thing off!"


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:
GM Mainer wrote:
Sir Bleeparolo, you moved towards the pillar, and then made a perception check. I am treating this as a double move, which will make you vulnerable to fire from the pillar.

I'll be more specific in future about what I am doing. Sorry I wasn't more clear.

But here's the overall plan:

Round A: Move a single move, and plant the shield (standard).
Round B: Look around, i.e. Perception check. (Move action. No standard action this round.)

Repeat.

Doing that should guarantee that we are not hit by any arrows at all.

If we look around the room and cannot find any way of shutting the device off, then we will have to engage it somehow, and that will get more complicated.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:
GM Mainer wrote:
As you are still in the room with the trap firing arrows, you are still in combat. As mentioned before, to get full coverage using a tower shield is an action.

I placed the shield as cover first. Then I made a perception check, which is a move action. Once the shield is in place to provide cover, no further action is needed to keep it there. You just have to keep holding it.

Really, if we can move and then plant the shield, and then move and plant the shield again, we should be able to make ourselves invulnerable to the arrows indefinitely.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

Now that we are using the shields for protection, do we need to stay in combat rounds? When I get the chance:

Sir Bleeparolo pulls back from the central pillar, shield in tow.

"Wait... I think there's a clue here. Writing on the floor. I'll need to move around to read it all."

If I do a circuit of the room with the shield facing the pillar, will I be able to read the whole thing?


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:
GM Mainer wrote:
Everyone else, I apologize, the semester started and one of my professors decided he didn't want to explain how homework or quizzes worked, so I'm trying to get that balance. Should be able to post late tomorrow. Thank you for your patience.

No worries. Life gets in the way sometimes.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

Can I make out what the writing says around the edge of the pit?

Perception: 1d20 + 8 ⇒ (3) + 8 = 11


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

"Well, it's a good thing we brought these shields. Fonzy! Get up! Get your shield back up. I have an idea but I will have to move."

Once Fonzy has cover from his own shield once again, Sir Bleeparolo advances towards the pillar with the shield in front of him, until he is right next to the pillar. Then he looks down into the pit below.

What I am trying to find out about the pit is:
* How deep is it?
* Do the arrows strike anything in the pit?

If the pit is shallow and the arrows don't hit in there, we could drop down and either disarm or wreck the pillar from down there.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

OK, cover first. I'll do that healing next round if it is still necessary.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

Varkha is actually still behind the corner:

Sir Bleeparolo the Deft wrote:
Sir Bleeparolo also instructs Varkha to wait for him behind the corner, and will continue to stand behind the tower shield (which he will use to give himself total cover from one side instead of worrying about AC). He stands in the way of the door to keep it from closing.

"Oh, donkey balls." Sir Bleeparolo mutters.

"Varkha! Wait back there!"

Sir Bleeparolo runs out, trying to keep the tower shield between him and the central pole. He runs over to where Fonzy lies unconscious.

He plants the flat side of the shield against the floor between he and Fonzy, and the pillar.

This grants total cover, though I'm not sure if it takes an action for me to set it like that. If it doesn't take an action:

Sir Bleeparolo reaches down and touches Fonzy, and his hand glows slightly.

cure light wounds: 1d8 + 2 ⇒ (8) + 2 = 10


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:
Belasara Vileux wrote:
I don't think non-lethal damage activates Life Link's transferral, does it?

Good Question. Honestly I'm not sure.

Here's the text:

PRD wrote:
Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).

Since it doesn't mention non-lethal damage I would suspect no, but it may have just been an oversight.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

"Ashling! Belesara! Get back around the corner! That thing has to run out of arrows eventually. We can just wait it out."

Sir Bleeparolo also instructs Varkha to wait for him behind the corner, and will continue to stand behind the tower shield (which he will use to give himself total cover from one side instead of worrying about AC). He stands in the way of the door to keep it from closing.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

Sir Bleeparolo rushes forwards to grab the door when he sees it begin to close.

"I think this is mean to to trap people inside the room. Does anyone have anything to prop this door open? Iron spikes perhaps?"


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

I was assuming we're waiting outside the room while Fonzy checks things (unless he asks for help). I'm not sure who has the other shield... as a small character I'm not sure if I have the carrying capacity.

Edit: I checked and I think I can handle the weight, but a tower shield is bigger than me by a considerable margin. I could drag it behind me if necessary.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

"Hmph. I don't like the look of that. Do you suppose those arrows are meant to shoot all over the room?"

Sir Bleeparolo looks at Fonzy.

"Could be dangerous. You go first." :P

It does actually make sense that our trap finder go on ahead to check it out. Belasara: are you life-linked to Fonzy? If not you should probably do that before he goes in.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

"Maybe they are related. Did Kassen have a brother?"

Sir Bleeparolo ponders that for a moment.

I think genealogy falls under knowledge (nobility), so...
knowledge (nobility): 1d20 + 7 ⇒ (5) + 7 = 12

"Well, no matter. If it does matter we'll find out soon enough. There's only one exit here... shall we move on?"


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

Sir Bleeparolo's eyes scan the room, first normally, and then after he casts a spell (detect magic), again with his eyes aglow.

perception: 1d20 + 8 ⇒ (5) + 8 = 13
spellcraft: 1d20 + 5 ⇒ (7) + 5 = 12

"Interesting. It seems like this room exists for one to sit on this bench and contemplate the mural."

After he (and the others) are satisfied that there are no traps, Sir Bleeparolo dismounts and goes to sit on the bench, to see if anything happens when he does so.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

"Well, the other door may be locked, but we know where it goes. Let's see where this other door leads."

We can get back to marching order once the door is open.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

"Let's do it then."

Sir Bleeparolo dismounts and begins fastening the rope to his torso. He then tests the water with his fingertip (just in case it is a pool of acid!).

Sir Bleeparolo will cast detect magic and maintain concentration while the others lower him down, and will continue to concentrate until he has the key in his hand.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:
GM Mainer wrote:
Also, keep in mind that the pool is 40 feet deep. Your mage hand spell only reaches 30 feet at this time.

Good Point!

"Do we have rope? If so, Fonzy and Ashling could lower me down there, I could grab the key, and then you can haul me up. I can hold my breath long enough to do that."

I didn't count the weight of the stuff in the bag we started with, but aside from that I weigh about 75 lbs including gear. The advantage of being small. So Fonzy and Ashling should be able to lift me.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

"It is as I thought. One of those keys is magical."

Sir Bleeparolo lets the detect magic spell fade.

Can I still see which key it is without having detect magic going? If so, I will use mage hand to retrieve it.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

GM: Can you update "Sir Bleeparolo's Map" ?


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

"I wonder if the voice is referring to a key to the door that we just broke down from the other side? The designers may not have anticipated people would come from our direction."

Sir Bleeparolo looks around.

"'Magic is the key,' eh? Hmmm..."

He waves his hand in front of his face and his eyes begin to faintly glow. He looks around the room again.

Casting detect magic.

spellcraft: 1d20 + 5 ⇒ (5) + 5 = 10
perception: 1d20 + 8 ⇒ (19) + 8 = 27


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

Sir Bleeparolo continues until he is able to break the part of the door where the lock is.

Do you want me to roll for every hit? As long as nothing else happens I will get through eventually.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

Sir Bleeparolo takes a swing at the door using his new morning star.

damage: 1d6 + 3 ⇒ (4) + 3 = 7

If it seems to be working but needs more swings, Sir Bleeparolo will continue.

damage: 1d6 + 3 ⇒ (2) + 3 = 5
damage: 1d6 + 3 ⇒ (2) + 3 = 5
damage: 1d6 + 3 ⇒ (6) + 3 = 9


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

Knowledge (engineering) untrained: 1d20 + 2 ⇒ (4) + 2 = 6

"How hard can it be to break down? It's just a door."

"After you finish listening to the door, we can break it down, or we can go back and try another route."


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

"Can you pick locks as well as you can disarm traps?" Sir Bleeparolo asks with a smile.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

Well, we know you didn't set it off.

But really, if you can figure out what a trap normally does (i.e. how it tries to kill you) then often it is better to stand back and spring the trap safely rather than trying to disable it.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

Normally you can take 10 on a disable device check, but even at first second level I wouldn't be certain that an 19 would do the trick. Most of the DCs start at 20 and go up from there. You won't know the DC - just whether you fail or succeed. But normally you would know if your disable check worked.

"Here - use this piece of burnt wood to make marks on the floor so the rest of us can see where the pressure plate is."

"Jumping across should be no trouble if we know where we need to land safely."

As long as I can ride Varkha across, all of us can take 10 on acrobatics and make it. If I have to walk I'd need to take my armor off.

"But first, make sure you have a look in the spot where we would land if we jump across. There could be another trap there!"

"Or, if you're not sure, we could try to devise a way of tripping the pressure plate from a distance to spring the trap while we are not in it."

"Maybe we can slide one of these big shields across the floor towards it? They are as heavy as I am."


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

"Watch to either side... the trap may cause the statues to do something."

I put the figures on the map in the marching order I mentioned.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:
GM Mainer wrote:
Dang it. Knew i forgot something. should work now.

I can see it... though it is also set to view only, so I won't be able to add any more notes.

No rush for that.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

"Hm. Nothing. All right, let's move then."

Sir Bleeparolo the Deft wrote:

For marching order, I'm guessing, from front to back:

1. Ashling
2. Sir Bleeparolo/Varkha
3. Fonzy
4. Belasara

Actually, I forgot... we want Fonzy at the front to check for traps, don't we? In that case how about...

1. Fonzy
2. Ashling
3. Belasara
4. Sir Bleeparolo/Varkha

I can move 50' while mounted and my ranged attacks are worthless so I might as well take up the rear. If something comes at us from behind I can handle it better than Belasara. Also nobody gets in the way of Fonzy's bow in the first round.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

Fonzy: I think you are supposed to have more hit points. This is the rule:

GM Mainer wrote:

For hit points, you have two options:

1) Roll for it (no takebacks)
2) Take 1 less than the max for your class.

If you didn't roll (and I didn't see any roll from you) then you should have 21 (10 for first level, 9 for second level +2 for favored class).

=================================

Also

GM Mainer wrote:
Sir Bleeparolo's Map has been created an linked under my name.

You need to set it so we don't need permission to view it.