Eldran Tesh

Stanislav Greymist's page

1,089 posts. Alias of Skorn.


RSS

1 to 50 of 1,089 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Thanks.

I do wish I had leveled and gotten to use that cool armor. Oh well.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Agreed.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

I am very interested in continuing. Heck, I'd enjoy playing out the entire AP.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

A good idea. Stanislav says but points at the departing horesemen. Perhaps a bit too late to go and procure something toxic though.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Can we keep up with them without being mounted ourselves? Might be smart NOT to take out the captain first as that might cause enough of a morale hit as to make the others flee?


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

It will be a challenge to make sure no one rides back to the keep to raise the general alarm. How do we make sure so many horsemen stand and fight and that when they start to loose make sure none break away? stanislav says in a quiet and calculating voice. Troops on foot cannot force mounted men to stand and fight.

Are the horses riding horses, light war or heavy war? Amd do the men carry lances?


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

I find that sandbox-type games work better face to face. So I am fine with a litte (or even a lot0 more direction. :)


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Hey all. We seem to be stuck. How do we unstuck?


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Agreed. Lets be very careful but it would help if we could find the departure date and the general direction. Numbers and composition of the group would be good as well.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Then it is agreed. Do we know the timeline and planned rout to be able to plan the ambush?


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

So we are in the town near the fortress and we have 3 weeks or so to kill before we need to have the place weakened and/or the gate opened. Are we just looking for how to use our time the best? I think at the right time we will try to infiltrate the fortress from the tunnel, assuming we can find it, right?

I'd really like to ambush a patrol or two away from this town. That might gain us more gear and focus attention away from the town proper.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Right. Even if we find a perfect disease I am not sure we have the time to allow proper spread and clerical magic can be used to stop it. Plus the rest of us could catch it if we are not careful. An interesting option but perhaps not the best choice.


1 person marked this as a favorite.
Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

I believe our way in is the tunnel we have heard of. Much less of a risk, assuming we can find it. But let us not show our hand too soon. I like the idea of taking out the patrol if we can get out of the city and lay in wait for them.

Guards coming back into the fortress could easily be subjected to Detect Evil. I suspect they have plenty of Paladins.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Stalislav sets up his small warehouse before joining the others. He Stores two coffins inside - one simply hidden under other goods and a second sealed (but not air tight) inside a crate.

Assuming Alex shares what he knows about the dwarves Stanislav ponders Any means of discrediting the dwarves or who they are working for would help. Perhaps we can sabotage their work too. Extra lime in the mortor of the like. It would be nice to slow them so they are not done before the attack but outright attacking them is out I think. I wonder if there are human stonecutters that feel slighted?

Taht is good news R'yzznty. How far away is this town. It would be a shame if the next group that headed that way did not make it...


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Yep still here too. Happy to start back up. :)


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Spending nearly all his coin on the first part of his mission, Stannis sets off to procure a couple reasonably prices coffins. He also checks into low priced bulky trade goods that can be stored in the warehouse space.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Charles Ritkin:

Master Ritkin, I only wish to rent the property and not buy it. How about I count out 400 gold and pay you in advance for one month of rent, starting today? I think that should be a sufficient sum to both rent the property and borrow the horses and wagon long enough to move my merchandise.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

After agreeing to meet up later at an inn Stanislav goes off to conduct his own business.

Business:

Stanislav wants to try to rent a small house or even warehouse space. Ideally somewhere out of the way and where a small wagon could be sheltered or even brought into a stable space. If he can find a place to rent he wants to then buy a wagon and buy or even rent a draft horse.[/ooc]


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

I am traveling starting tomorrow and will have limited posting time for about 15 days. Next week (visiting family) will not be as limiting as the following week (taking a 6 day class with long hours). Please bot me if you need to.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

DireMerc,

I think. we are paused because no one is sure where to go/what to do. This is quite sandboxy with no clear direction I can see. It's too early to head for the tunnel in the inn. I am not even clear why we are here except to gather info in general and get the lay of he land. We don't want to risk being discovered or even gain any notoriety.

I am a fighter with few social skills. I cannot bluff. I have no diplomacy training. I am not good at Sense Motive. Intimidation only gets me so far. lol.

How about we secure a room at cheaper inn and do some light shopping to see what adventurer gear might be for sale here and begin to gather rumors and the like?


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Rent an old house, or warehouse space as well. All all of the above. :)


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

I like it! :)

I have a way to quickly become a full vampire. But if/when I use it I will need a coffin the next day, so better to prepare for that happening here if possible. Ideally Stanislav would have a half dozen options at home, some only accessible if you are gaseous form. But being away from home he either needs to travel with a coffin or prepare in advance for his bed.

Now how can he get a coffin or two hidden around this town...?


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

I have mastered dwarven and infernal but both would draw undue attention I think. Stanislav notes. I believe I will shop for a quality coffin while in town and maybe a wagon and team to pull it. It seems a dear uncle is quite ill and is not expected to make it another month. Now where would that uncle live...? Anyone have an idea?

Knowledge (local): 1d20 + 7 ⇒ (3) + 7 = 10


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

In at least game time, Stanislav will soon be in need of coffins to sleep in. Ideas on their procurement, placement, and transport?


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

We are pretending to be adventurers R'yz. Adventurer's drink, or at least hang our in taverns. Have to look the part. Besides I am not sure i have taken a drink in your presence ever. And I vote for fun Cori. But lets all keep in mind we are only here to have a look about and to learn the lay of the town. We've closer to 4 weeks than three before we can make our move.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

What day is it in the countdown?

We likely should act our parts and do a little drinking and such as we gather information about what is going on. Look for opportunities to weaken the tower. Eventually we need to make our way to that inn we have heard about. but not too soon.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Would not wish to draw any attention to our tower though. Lets leave that part out.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Stepping off the boat Stanislav's hand goes to a new small leather pouch on a thong about his throat. He tucks it neatly under his clothing and armor to hang just over his heart. Anyone knowing it was there might have noticed the gesture before as it whatever the pouch contains has been on the fighter's mind.

Offering Cori a hand off of the boat Stanislav asks If we are adventurers where have we most recently been? You did a good job with backgrounds Alex, but we need a recent past as well. We should at least agree on the last week, in case people ask questions.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Stanislav had recommended we stop a few miles away a and walk in.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

I've seen him there before. There was a panel with him and the guy who plays Harry Dresden in the show. 90% of the people there were teen girls and there to see the TV star. Sad. lol

I also saw him at ChattaCon one time. He was in the dealer's room and all alone. I talked with him for 15 minutes. It's been a few years.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

I am headed out to Dragon Con tomorrow afternoon for some much needed down time. Might not be available til next Tuesday but will try to post if needed.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Perhaps the fall of Balentyne will been seen as a good omen by the Count. Let us focus on that pressing goal then. Alexandr, I will trust you with our backstories. I am ready to depart.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

I think we go to the town outside of Balentyne and do an initial recon. But we cannot pull up to the docks with 8 undead rowers and announce we are here to look for weaknesses in your castle. No, we will need to have our boat drop us off half a day from the town and we will need a cover for where we have been and why we are traveling. Ideas?

I had asked earlier about any way to contact this other vampire outside of a trek to his castle but did not get a reply.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light
Casta Riled wrote:

Your correct, I e are closing in on about a third of the time spent before we have to have the keep down.

“I think we are dealing with the roots before the tree. The present task of Balentyne is both the closest chronologically and possibly the most complicated. We could see if our capable henchmen could help to try and deal with these threats. At the least they could learn of them while we are gone.”

Stanislav reminds The Desna worshiping Boggards are the closest at 5 miles away. We could hit them and be back the same day. This might increase the recruitment of Boggards to our our cause in general. of course it could draw the attention of the Treant or the Azata.

With the ship how long will it take to get to the town of Aldercross? It was 34 miles by land which is multiple days travel based on the 5 miles taking 4 hours to the Bopggards.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

I am back and mostly caught up. I actually went back and re-read 8 months of posts to catch up and remember. I feel much better prepared to participate. :)


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Stanislav has been standing in a respectful pose as he listens to his master. This last comment gets him to speak. A vampire. How interesting. Is there a way to contact him without directly traveling to him? You should also know that that woods around this tower are troubled by both a Treant of some renound and some type of magical elf warrior. I suspect we will be forced to deal with both before we complete the ritual and it might be better to do so before we efven begin it. I recommend we set a trap and try to deal with each individually but only after we strengthen the defenses of the tower. Do you have specific wishes or recommendations in that regard my master?

Clock is ticking. We had 21 days to open the gates at Balentyne. I believe this is day 4.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Sorry for being absent for a few days. I got behind on a couple things which seemed to snowball some. Should back and caught up by the weekend.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Hmm. I cannot find where we leveled up to 5 in this discussion thread. Looked twice and still did not find it. :(


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

I did not recall that plan at all.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

That is my vote.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Can I get a reading on the items requested from back at the tower?
Do we need to RP searching for those things? Lets get the game rolling again. :)


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Can those not here chime in with their lists of what they wanted?


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

We had a wish list from the people who stayed behind at the tower and have only visited this one merchant. Do you want to RP out visiting other merchants to see what each might have in stock? Also, does Stanmislav feel he has spoken to the merchant most interested in his golden merchandise?


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Was always my intent. We do not need to sell the gold items yet.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Will pay 100% with coin.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

So is this merchant just reacting badly? Did he actually open with his best offer in a negotiation? Do I recall incorrectly being told that we could expect between 60 an 80% depending on how we negotiate?

What am I missing. I'd personally rather just roll a diplomacy and take a percent yielded by that but understood we had been encouraged to haggle?


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Your loss my friend. Since you have given us a decent deal on your merchandice I could go 80%. That leaves you 20% profit. 20 of something is considerably more than 40% of nothing...


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Now that the merchant is in a more receptive mood Stanislaw will try to negotiate the price of golden items he carries. Producing the candlestick he counters I would aks more than 60% if the gold was merely mended down slag. But what I offer has an art value as well. Look more closely. for such quality I think 90% is more in order. That leaves you 10% profit for simply holding the items for a short while.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Awesome deal for me. I owe you. :)


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Stanislav looks on with interest, glad the man does not seem interested in him.

Full Name

Thyx

Race

Android

Classes/Levels

Soldier mercenary 1st lvl

Gender

Male appearance

Size

medium (6' 0", 175lbs)

Age

???

Alignment

Chaotic Cood

Languages

Common, Kasatha

Occupation

Gunnie

About Thyx

BUILD:
Medium (6' 0", 175lbs)
Humanoid (android) Male
Age ???
-------------------------
STATS
-------------------------
STR:16(+3) • DEX:16(+3) • CON:11(+0) • INT:12(+1) • WIS:10(+0) • CHA:8(-1)
-------------------------
Init +3
-------------------------
Health and Resolve
-------------------------
Stamina: 7 (+7soldier +0con)
Health: 11 (+7soldier +4android)
Resolve: 4 (1/2lvl {min 1} +3str)
-------------------------
Armour Class
-------------------------
EAC: 14 (10 +1armour +3dex +0misc)
KAC: 15 (10 +2armour +3dex +0misc)
AC vs Comb.Man.: 23 (8 +15KAC)
DR:
Resistances:
-------------------------
Saving Throws
-------------------------
Fortitude Save: +2 (+2 +0con)
Reflex Save: +3 (+0 +3dex)
Will: +2 (+2 +0wis)
sp. +2 vs disease, mind-affecting effects, poison, and sleep
-------------------------
OFFENSE
-------------------------
Speed 30'
Base attack bonus +1 (+4 melee, +4ranged, +4thrown)
-------------------------
Weapons - Melee
Tactical Baton • Lvl1 | Attk +4 (+1bab +0size +3str) | Dam 1d4+3B | Crit - | Rng - | Type basic 1hnd | Ammo/Usage - | sp. analog operative | Blk L

Combat Knife • Lvl1 | Attk +4 (+1bab +0size +3str) | Dam 1d4+3B | Crit - | Rng - | Type basic 1hnd | Ammo/Usage - | sp. analog operative | Blk L

Weapons - Ranged
Tactical Semi-auto Pistol • Lvl1 | Attk +5 (+1bab +0size +3dex +1feat) | Dam 1d6P | Crit - | Rng 30’ | Type 1hnd sm.arms projectile | Ammo/Usage 9/1 | sp. analog | Blk L

Hunting Rifle • Lvl1 | Attk +4 (+1bab +0size +3str) | Dam 1d8P | Crit - | Rng 90’ | Type 2hnd long arm projectile | Ammo/Usage 6/1 | sp. analog | Blk 1

RACIAL MODIFIERS
Constructed counts as both humanoids and constructs (whichever effect is worse); +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs; does not breathe or suffer the normal environmental effects of being in a vacuum.
Exceptional Vision has both low-light and 60' dark vision
Flat Affect –2 penalty to Sense Motive checks, but the DCs of Sense Motive checks attempted against them increase by 2
Upgrade Slot body has a single armour upgrade slot; can install any one armour upgrade that could be installed into light armour (regardless of whether wearing physical armour)

Theme Modifiers
Military Knowledge reduce the DC of Culture checks and Profession (mercenary) checks to recall knowledge about hierarchies, practices, personnel, and so on in the military by 5
Skills Bonus +1 bonus to Athletics checks
Ability Bonus +1 to Strength at character creation

CLASS ABILITIES
Primary Fighting Style - Sharpshoot The sharpshoot fighting style enables you to excel at making accurate attacks, usually with ranged weapons at a long distance. You can ignore cover and other impediments to your shots, and your attacks are improved by your intense focus
Primary Style Technique - Sniper's Aim(ex) When make a ranged attack against a target with cover (except total cover), reduce the AC bonus from cover by 2.

FEATS
Weapon Focus - Small Arms +1 to attack rolls while using small arms

SKILLS:

(+4class +1int) 5rnks/lvl
(C) Acrobatics rnks 1 bonus (+3class +3dex) +7
(C) Athletics rnks 0 bonus (+3str +1theme) +4
Bluff rnks 0 bonus (-1cha) -1
Computers rnks 0 bonus (+1int) n/a
Culture rnks 0 bonus (+1 int) n/a
condition: -5DC to recall knowledge about hierarchies, practices, personnel, and so on in the military
Diplomacy rnks 0 bonus (-1cha) -1
Disguise rnks 0 bonus (-1cha) -1
(C) Engineering rnks 1 bonus (+3class +1int) +5
(C) Intimidate rnks 0 bonus (-1cha) -1
Life Science rnks 0 bonus (+1int) n/a
(C) Medicine rnks 0 bonus (+1int) n/a
Mysticism rnks 0 bonus (+0wis) n/a
Perception rnks 1 bonus (+0wis) +1
Physical Science rnks 0 bonus (+1int) +1
(C) Piloting rnks 1 bonus (+3class +3dex) +7
(C) Profession (mercenary) rnks 0 bonus (+0wis) n/a
condition: -5DC to recall knowledge about hierarchies, practices, personnel, and so on in the military
Sense Motive rnks 0 bonus (+0wis -2race) -2
Sleight of Hand rnks 0 bonus (+3dex) n/a
Stealth rnks 0 bonus (+3dex) +3
(C) Survival rnks 1 bonus (+3class +0wis) +4

EQUIPMENT:

Encumbrence (Bulk Limit 8) Light:8 • Bulk:1 • Total:1
Second Skin (lvl1 | EAC+1 | KAC+2 | Max.Dex.+5 | Check- | Speed- | slots1 | BlkL)
Tac. Baton (BLKL), Tac. Semi-Auto Pistol (BLKL), Hunting Rifle (BLK1), Combat Knife (BLKL)
Ammo - sm. armsx30 (BLKL), Ammo - long armsx25 (BLKL), Personal Comms Unit (Cap80 | Usage1 | BLKL), Starstone Compass (BLKL)

TEN MINUTE BACKGROUND:

Appearance
Thyx’ body is a well-used thing. He isn’t the first ‘soul’ to wear this frame and the mileage is visible on his every inch. Spider-webbed frost marks and exposure to extreme weather has produced a faded colouration, like a child’s toy dropped in the desert. His features seem plastic and slightly polished by time, damaging the illusion of his ‘realness’ and making him look like a giant action figure. His head is bald and smooth, his eyes are rings of brightly lit white, and his skin must at one time have been sky blue, now, to various degrees, faded.
He has a generic masculine appearance, six feet tall and human in weight, but moves lightly and quickly. His expressions are attentive but that’s all they are. There seems to be only a faint trail of any passion or empathy that leads back to his face. And, perhaps, even these emotions he has copied them from someone.

Personality
Thyx seems absent minded and is often staring off to the distance. To the casual observer he might appear dull witted. Those who are closest to him will see, deeply sublimated, a romantic in love with the stars, who believes in the freedom of space, and in doing a little good … but not too much good.

History
‘Golarion’s Vandals’ were ranked amongst the most venerated mercenaries of the Diaspora and they were good at their job, accomplished and as dedicated as such motley could be. There was the Human captain Temujin, the Kasathan muscle called Proud Havalus of Clan Videsh, the Lashunta mystic Bruja, and the Ysoki hacker and explosives expert Zaff. And then there was Thyx …

THX.1138 was a quiet, naïve android with a talent for small arms and long guns. He was newly en-souled and wanted to get out into the galaxy, to pit himself against the worst it had to offer. He found the mercenary team almost immediately and followed them everywhere. He downright stalked them until they asked him to join – partly out of pity and partly impressed by his single-mindedness. They were glad they did, Thyx soon showed himself to be a constant companion and excellent ships gunner.

This began a partnership that lasted for years as ‘Golarion’s Vandals’ roamed known space in their ship ‘The Nightvisitor’. They worked legitimate jobs (with a lot of moral elbow room), peacekeeping missions, and disaster relief opps. They battled minor tyrants, bizarre monstrosities, and evil marauders. These years were challenging and good. The team became a well-oiled machine, each member a venerable warrior. Thyx became as remarkable gunslinger, a honed explorer, and slowly opened up. He was becoming funny and compassionate, and he cared for his team.

It was the Voukkharrian job that ruined everything.

The ‘Vandals’ had taken a job from a mysterious client named Voukkharr. They were to find, board, and raid a small, cloaked station of bandits and stop a series of attacks on merchant ships through a section of The Drift. From the beginning the opp went pear-shaped! Despite Zaff’s brilliant work, the alarms were tripped. The team became separated and Thyx found himself on his own. He tried to contact the others but the comms were jammed. He could feel a series of explosions rock the station. Was that Zaff’s work!? Bandits were going down every hall. Apparently the team was completely spread out and each member was fighting for their lives. Thyx broke into one of the camera feeds and could see Bruja fighting off three bandits simultaneously. He tried his best to reach where she was.

He rushed right into a troupe of bandits. They grabbed him, disarmed him, beat him to death, and jettisoned him into space with a bunch of other trash.

But he wasn’t quite dead …

5 things about Thyx:
• Thyx has no memory of his life before being found. His mind and body were materially damaged before he was jettisoned into space so that now he is a shadow of his former self. As he goes up in levels it will be more like he is ‘remembering who he used to be’ than learning.

• His new team will remind him of his old team helping him to bond with them quickly. When he’s looking absent minded he might be dealing with sadness or remorse that he can’t pinpoint, or a happy association or déjà vu. Occasionally, he might call someone by the wrong name or recount a past event that the new team weren’t a part of.
-“It’s just like that time on Asteroid-515.”
-“We’ve never been to 515?!”

• Though his ability to express his feelings is quite stunted, Thyx’ memory loss has regressed him back into a childish romantic with a love of the quick-draw rebel gun-fighter out to do good for needy people oppressed by a galaxy of sinister characters.

• Thyx has no idea how long he was in that container nor how much time he is missing. His former team 'Golarion’s Vandals' may all be dead and gone.

• Were his team the crack mercenaries that did a little good, or were they mercenaries that used peacekeeping missions to hide a more selfish purpose? Was Thyx a tough soldier with a heart of gold, or was he a nasty piece of work? Did the team work together like a well oiled machine, or were they each looking after themselves? And, why was Thyx really floating through space?

2 secrets:
• Thyx has a recurring dream of a human pleading on his knees. The human appears to be a priest and is often saying, “I don’t have it anymore, I’m sorry, I’ll never do it a…” In the dream Thyx raises his gun and sees a flash of light. He doesn’t know if this is just a dream, or a memory but he keeps it to himself.
• Thyx is completely unaware that Cptn Temujin hated him.

3 people:
• Family: The THX11 body he wears has been used before. The body’s previous soul is connected to a colony of androids on an asteroid in the drift. They claim a familial connection to any 'reincarnations'.
• Friend: There is a robot bartender named Cooper on Amran (Near Space) that might recognize Thyx from a few soulful conversations they had ages ago.
• Hostile: Every two-credit thug or warloard that still lives, every monster with a memory, or unscrupulous AI that 'Golarion’s Vandals' once fought would be glad to get another crack at Thyx.

3 quirks or mannerisms:
• He has very occasional outbursts of emotions. These flashes are traces of his past self and are more like a nervous tick he is unaware of.
• He often mistakes things he has thought for things he has said to others.
• When alone, especially when he is working on a tedious task, he listens to opera or other forms of complex harmonious music. He finds it calming.


THYX SKETCH