Abra Lopati

Talman "Tal" Levie's page

44 posts. Alias of The Morphling.


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Liberty's Edge

Looks like he's gone. I'm gonna go ahead and drop out now.

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Perception: 1d20 + 4 ⇒ (18) + 4 = 22

In the future, if you need a mass perception check, you can just roll for us.

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Knowledge (Local): 1d20 + 2 ⇒ (19) + 2 = 21

"It's been a few years since I've been to Augustana, but I can remember a few details. The poorer districts were along the west wall, and there's less likely to be as many soldiers there. Based on where we entered... this way." He points down one tunnel. "We should get above, get ourselves cleaned using Orthaniel's magic, and find out what they're searching for. Time is against us... the longer we linger, the greater chance of discovery and the loss of our mission."

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Can it be? Did they not see us? I can scarcely believe our luck after that... atrocity at the gate. Tal grabs Jack's arm as he passes with a meaningful stare. "No time," he whispers tersely. He heads into the tunnel, arrow nocked in his bowstring and ready to fire, in case the guards spot their trail. We need to get above and into the city before they realize they should search the tunnels, he thinks.

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Tal makes sure he gets into the pipe before he uses his healing. If something interrupts getting into the pipe, he doesn't use the wand yet.

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Oh good, a wizard who only knows how to blow things up. Tal thinks to himself. Erastil, give me strength.

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"NOW, men, if you have any desire to complete this mission, let's get out of here!" Tal whistles, his wolves rushing to his side as he moves toward the sewage pipes.

Tal looks to Alexander. "If you can conjure mist, darkness, or a summoned distraction, now would be the time! Cover the gates!"

If we get caught or otherwise don't have time, Tal skips the following. Otherwise...

Once inside the pipe, he produces a thin rod, seemingly a spent arrow shaft with tied reeds forming an intricate design along one end. He touches it to Geri's side as a soft glow emanates, sealing the wolf's injuries.

Cure Light Wounds (Wand): 1d8 + 1 ⇒ (4) + 1 = 5
Cure Light Wounds (Wand): 1d8 + 1 ⇒ (7) + 1 = 8

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"Flank!" cries the woodsman, and his wolves step around their target, savaging the downed soldier.

Freki, Bite: 1d20 + 9 ⇒ (2) + 9 = 11 Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Geri, Bite: 1d20 + 9 ⇒ (20) + 9 = 29 Damage: 1d6 + 2 ⇒ (2) + 2 = 4 CRIT CONFIRM: 1d20 + 9 ⇒ (16) + 9 = 25 Damage: 1d6 + 2 ⇒ (5) + 2 = 7 (11 damage total if it confirms.)

Tal lets another arrow fly toward the archer, and advances forward 30 ft.

Longbow Attack: 1d20 + 8 ⇒ (13) + 8 = 21 Damage: 1d8 + 5 ⇒ (7) + 5 = 12

Geri Fort Save: 1d20 + 6 ⇒ (12) + 6 = 18

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Which wolf is damaged, the male (Geri) or the female (Freki)? It's relevant because they have different statistics and Tal has the ability to protect Freki from harm as an immediate action due to one of her tricks.

If Freki was the one struck, Tal's trick boosts her AC against the first attack to 21, expending one of the six daily uses of her Skirmisher Tricks.

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Benedict Bishop wrote:

If Othaniel and Benedict (who haven't acted) could leave a "retreat, then come back at sunset tomorrow" message we could still use this as a distraction. We now know what the signal method is, so we could go through the tunnel, look around a little, and take out the archer with a silence spell at sunset tomorrow, letting the others get in.

On the other hand, I don't think there's any evidence that the devil's tomb is in the city, so potentially we just want to put one or two people in to get what info we can, and then get them out, and all go off together.

It's not really the success of our mission I'm worried about - it's healing the rift between Tal and Jack. Tal is never going to trust Jack after this. He's going to assume that Jack is always a single impulse from ruining any plans the group makes, and is never going to feel like the barbarian can be relied upon.

Benedict Bishop wrote:
I'm really impressed with how well everyone is talking this out, by the way.

Yeah. It's a very good sign.

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Oh right. I'd forgotten that.

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You should have seven hit points for your other levels.

Average of d6 is 3.5, but half dice of d6 is 3. Half plus 1 is four.

So your HP should be:

1st level: 9
2nd level: 7
3rd level: 7
4th level: 7

Total: 30

(Also, 9+8+8+8 equals 33, not 37.)

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We will also need to wait for the others' input on a rewind. If Goldmyr says it's okay but the others aren't interested, we shouldn't force the issue.

I will need to get my notes on Tal to get his backstory on the sheet but I will work on that tonight.

I would prefer a leader, yes. We're in an army - our commanding officer should have placed one of us in tactical command. It's weird to be a military team going into battle with no clue whose orders we should follow, or whose decisions take precedence.

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@Goldmyr, I agree completely. I am very glad Jack's player is as willing to discuss it maturely as I am, and that alone has removed my worries about the campaign. I don't care how much our characters might hate each other, if the players can get along, we're gonna do fine.

@Jack, I tried not to be backhanded. I meant what I said - I was pretty frustrated and it took me a few hours to figure out why. I'm willing to adjust my expectations of the game to meet the group - I'm not inherently opposed to a high-fantasy ass-kicking marathon (especially with this group), I was just going into it with a different thought process at first.

As far as rewinding, that's up to the GM if he's comfortable with it. I'm in favor of it - I don't like where this is going, and I hardly think we're going to escape this without some kind of deus ex machina.

Tal would have been fine with the 'distraction' if the group had known about it beforehand. Based on Jack's boasts, it seemed much more like he would foolhardily charge in and fight them alone, and Tal's never seen him fight. He's got no reason to suspect that Jack is the superhuman warrior his character sheet suggests - there's a lot more braggards who can't back it up than fourth-level powerhouses who can. He also figured that the guards would spot the group if Jack approached from their direction.

As for continuing to play, there is no question. I am loving the feel of this game. Actually, how cool it is probably contributed to how upset I became when I thought it might have been ruined by a crazed barbarian.

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*sigh*

I thought about why I was so angry again and I've figured out why your actions bothered me so much. I came into this game with the (perhaps unreasonable) expectation that it would be a mature-style game with people roleplaying as soldiers fighting for a cause of defending their homes and country. Perhaps we'd get some interesting roleplay out of it, and people would play tactically, knowing the high stakes of the mission and how dangerous it could be.

Jack's actions (and really, the attitudes of most of the group) seem to indicate that most of the players prefer a "big damn heroes/hack 'n slash" style of story, where they are infallible, they expect perfect success at all junctures, and can win any fight. Jack is rushing into a battle that he knows compromises the entire reason we're here. He's not worried, not careful, and not concerned at all that he has, realistically, doomed all of us to death and certainly failed the mission.

Sure, it's a game. I betcha that we survive - the players are the protagonists, after all. But there is no way in hell even one of our characters, no matter how much of a superhero Jack thinks he might be, thinks they're getting out of this alive without turning tail and running for the hills. Jack is living in a fantasy world, and I don't mean Golarion. Nobody that suicidal makes it to level four.

To make a long post short, I think we had very different expectations about what sort of game we wanted to play, and perhaps we should discuss that before my desire to play one type of game gets even more conflicted with your desire to play a different type.

I don't think I'm wrong when I say that Jack wants to repeatedly fight tough enemies and win against them in a triumphant and cinematic victory. I was just sort of hoping we'd play more like a realistic war story than a superhero adventure.

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Does Tal's arrow hit?

Do his wolves have a charge lane?

If they do, do their attacks hit?

Do we have any idea how long until literally the entire army is upon us?

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Works for me!

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Tal is furious with you but he still considers you an ally and fellow soldier and is going to try to save your ass with all his might. I'm not breaking character at all, and I never plan to.

OOC, I've gotten over it entirely and am already enjoying the fight. In the moment, I was very annoyed with you OOC, but I'm past that.

Tal is not - but IC disagreements are actually really fun to play out. So the issue has been resolved. I actually am looking forward to this impossible group coming to trust one another - a bit like The Avengers. They are not an inherently compatible group by any means - they have to overcome their differences to become an effective team. This group is no different.

Dibs on being Hawkeye. Jack has to be Hulk. :P

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Well they sure as the nine hells are going to attack NOW, as Tristan draws a weapon and advances aggressively...

Tal wonders what he did to deserve being sent on this mission. Why did the Commander select these men for this mission? If I searched Avistan from top to bottom for fifty years I couldn't find a group with less subtlety. His quick prayer to Erastil sharpens his eyesight and steadies his hands, ensuring his arrows will better find their mark.

One of the Chelaxians goes before Tal, so my actions are dependent on him. However, if he does anything aggressive on his turn, which I imagine he will, my actions will be the following:

Tal draws his recurve bow, nocking an arrow and setting his sights on the guard armed with a bow. "Geri, left! Freki, right! Kill, quiet," he says, the wolves rushing forward to attack, running low over the ground. As the wolves are on their way, Tal looses his arrow at the Chelaxian archer.

Attack (Longbow): 1d20 + 8 ⇒ (19) + 8 = 27 Damage: 1d8 + 5 ⇒ (4) + 5 = 9

If they have a charge lane, they will each charge. If not, they will double move to get into position, adjacent to their respective targets, 5 ft. to the side so the others can still charge. Freki is the one adjacent to the archer, as she has the Step Up feat. If he tries to five-foot step away, she will follow.

Wolf Charge Attacks, if Possible this turn:
Freki, Biting the Archer: 1d20 + 7 ⇒ (12) + 7 = 19 Damage: 1d6 + 2 ⇒ (6) + 2 = 8 If attack hits, Trip: 1d20 + 5 ⇒ (15) + 5 = 20
Geri, Biting the Swordsman: 1d20 + 7 ⇒ (5) + 7 = 12 Damage: 1d6 + 2 ⇒ (6) + 2 = 8 If attack hits, Trip: 1d20 + 5 ⇒ (7) + 5 = 12

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Tal always acts in a surprise round - is there a surprise round here? This is pretty damn surprising.

If there is a surprise round, Tal casts divine favor on himself, cursing silently at the insane and suicidal traitor who is trying to get them all killed.

Jack - I am honestly really angry with you. The whole party agreed on a course of action, and you just abandoned us and screwed up everything we'd planned on. And if you dare to say "That's just what my character would do!" then you need to learn how to work with a party.

Tal would like to tie you up and leave you gagged in the woods while the rest of the group completes the mission - you're obviously a liability and have no desire to see the assignment through. This is a stealth operation, and you've just willfully compromised the team's primary mission.

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Tal addresses Jack directly. "While obviously you would defeat the two guards easily, their screams of pain as you slaughtered them would surely alert the Chelaxians to our secret mission. Even if they fell so quickly their screams were muffled, when their disappearance is noticed, it would also cause these devil-lovers to realize something is amiss." He looks to the pipes. "I would rather slip within the city's center before they even knew they were infiltrated."

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"Excellent. The sewers are our best option - we will need to ensure they have no magical alarms in place, but I am sure I am not the only one capable of detecting magical auras."

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"I have no fear of dirt or blood, but we will need to move in the city without looking like we swam through a lake of blood. Alex, can your magic clean us after we have passed through? I know many wizards are capable of such simple incantations." He looks at their mounts. "We should release them, and not near the walls. There is no guarantee we will be able to return the way we came. I can explain to them with my magic where they must go - it is likely they will make it back to camp."

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On the journey, Tal never seemed to sleep. Even when one of the others was on watch, the woodsman's eyes were open and alert, often working on small woodcarvings to pass the time. One of his two wolves would stay up with him at a time while its sibling slept.

-

At the city, he surveys the walls, hoping vainly for an unguarded path in. "Haste has its merits, but I see no easy way into the city. If all else fails, Erastil can cloak two of our number in invisibility, but it will weaken my magic greatly." Tal makes sure to stay out of sight. He quirks an eyebrow at The Great And Powerful Alexander. "Perhaps your formidable magics can aid us further in this regard?"

I am also curious about the drainpipes.

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Tal mounts up, ready to leave. This Alexander seems to enjoy fancier words than necessary, he thinks. He seems desperate to show off his 'vast' intelligence... He smirks, amused at the bluster.

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Tal approaches his horse and seems to be whispering in its ear. It whinnies and neighs in response. Though the conversation is too quiet to be overheard, Tal introduces himself to her and tells her that he will need her help getting to his destination for the next few days. She asks whether he will be as clumsy as her last rider, and he apologizes that unfortunately, he has not done much riding lately, but he will do his best. With a whinny and a snort, she says that she figures that's better than nothing, and holds still so he can saddle her up. He makes sure to get the stable boy's help to ensure it's done properly.

A few minutes later, he brings Geri and Freki by, and introduces them to his mount, assuring her that the two wolves don't mean any harm. The wolves eye one another and keep a close watch on the others as they go about getting their steeds ready for the trip.

Tal uses his speak with animals spell-like ability to get acquainted with his mount. (I like to do conversations with animals without doing direct quotations - the intelligence of animals, even when spoken to with magic, lends itself better to descriptions of what was said rather than verbatim transcripts).

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I vote for horses. We can sell them or set them loose if we need to switch to on foot, but it's hard to acquire a horse out of thin air if you're on foot.

"If speed's what you're after, horseback is the way to go, Benedict. I'm sure you're proud of your swiftness by foot but not all of us are so quick."

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Tal will get enough rations for ten days, for both himself and his wolves (they get animal feed - dried meat in case they're unable to find game).

I hardly feel that dragging a giant pavilion around will help us avoid notice.

I wonder if these others realize how dangerous this mission is going to be, wonders the woodsman as he packs for the journey. Inside an enemy-held city... and this lot isn't the most subtle I've ever met. He surveys the rather boisterous companions he's been saddled with. Deadeye give us stealth, he prays.

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If Augustana is far, we should requisition horses. If it's close, probably best to move on foot to avoid detection. Tal would know - he's lived in Andoran all his life.

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"I'll be following my own discretion in absence of the Commander's orders to the contrary. We know the mission. I trust we will be able to carry it out on our own initiative."

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"I think that would be a decision left to our commanding officer," Tal says dryly.

I assume we are all the same rank, GM?

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It bugs me that I'm not proficient in swords. I hate that I have to wield a morningstar... swords are much more stylish.

*sigh* Such are the sacrifices one makes in the name of the awesomeness of inquisition.

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A rugged-looking man approaches the tent shortly after the others, flanked by a pair of wolves which move more like trained hounds than feral beasts. With a simple hand signal, they sit calmly beside the entrance to the tent, watching the nearby soldiers intently, and their master enters the tent. He sits silently throughout the briefing, a silver holy symbol of Erastil clinking against a lightweight breastplate, resting against the curve of a longbow slung over his shoulder.

He stares at the brazen display of aggression demonstrated by the feral-looking man. Is he such a brute, to threaten his allies? he thinks.

"Tal Levie," he says by way of introduction. "I bring the wrath of Erastil down upon the Chelaxian devils. I travel with my wolves, Geri and Freki - they're smarter than any hound you'll have met, and they'll sniff out danger before any of us see it coming."

At the supply wagon, he glances at the supplies and says simply, "Silvered arrows for putting down the literal devils."

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Work week from hell, eh? Are you me? I've had similar.

Keep up the good work. We shall endure.

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Thread is up! I'm at work but I'll get a post up soon. :D

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(This is why I usually stick to Pathfinder. :P)

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Tal is a jack of all trades - he will provide some damage, some healing, and some magical support, and he can sneak too. His wolves will flank with everyone and trip things.

Summoned creatures are some of the best tanks ever - expendable and often with big reach and ways to get in the way of enemies.

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I'm not complaining or suggesting that anything is unfair. I just want you to realize the implications of being what just might be completely unstoppable in melee combat. You don't need to go on the defensive.

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Oh, it's third-party. That explains it. And it's... yup, Super Genius Games, which has no sense of balance whatsoever.

I'm not one to avoid min-maxing (combat optimization is fun) but using clearly unbalanced third-party material is... well...

Your character will eviscerate literally anything which attacks it in melee combat. Anyone who full attacks you will miss three times, and you will hit them three times instead, with a +3 to hit, since your armor class is ridiculously high for this level.

It all depends on how the GM plans to challenge us, but let me tell you - if one player is far stronger than the others, to challenge him, the GM will need to build monsters which will slaughter the rest of the group, or tailored to his weaknesses to make him not even get a chance to fight.

Just an FYI.

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An overpowered 3.5 class, I imagine. :P

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More Americans have been married to Kim Kardashian than have died of Ebola.

Of course, no one is sure which is a worse fate.

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*NAIL CHEWING INTENSIFIES*

Can't wait to see who you pick! Have a good weekend.

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I am chewing my nails here. I'm so excited about the possibility of getting accepted into this campaign I could burst.

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Here's the alias for Morphling's submission - still fine-tuning the character sheet, and finishing the backstory/personality. As it turns out, statting out a martial-capable spellcaster with a pseudo-multiclassing archetype and two animal companions is kind of complicated, heh. I am getting the final details put together now, and should be entirely finished shortly.

Named after Andoran's patron celestial, the avoral Talmandor, Tal has always found himself drawn to the worship of Erastil. Popular in the region, the faith of Old Deadeye has led to Tal's love of the wilderness, of archery, and of the companionship of animals. His closest friends are two wolves - runts of their litter, and raised by the caring human almost since birth. Both have become well trained, and his teaching has bestowed both of them with far greater cleverness than their more feral brethren.