Chain Mauler

Tenebral Sam's page

50 posts. Alias of Sai Ling.


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Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

Sam casts Open on the crypt door.


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

Some doors are just harder to break down than others. Presumably dungeons are built out of relatively sturdy materials.


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

Sam sees no way to reach the last zombie. Rather than waste an arrow that will be ineffective, he readies his blade and waits.


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

Sam slips down the stairs past Tatsuo (to the space just north of him) and lets an arrow fly at the last skeleton.

attack: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
damage: 1d6 ⇒ 4

Edit: Thank Agyen!


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

Perception: 1d20 + 4 ⇒ (5) + 4 = 9

Sam's hood falls in front of his eyes.


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

Come to think of it, if the GM allows me to take Message as a cantrip instead of Daze, I can make an even more effective scout.


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

In general, assume that Sam is sneaking ahead.

stealth: 1d20 + 9 ⇒ (8) + 9 = 17
perception: 1d20 + 4 ⇒ (11) + 4 = 15

Slowly advancing to the ajar door, and peeking in...


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

Sam grins at Agyen.

"We're in the Shackles. I think you'll find one barbaric hole is as good as the next."


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

"That's exactly the sort of thing I was hoping to avoid," Sam observes, as JRN collapses to the floor.


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

I'm thinking sorcerer for a 2nd class, going all dark and illusion-y. Umbral bloodline.

Doesn't change much for me at this level. Except the addition of spells and stuff.

And +2 to will.


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

Sorry, but I'm mostly stumped. It seems as though we're faced with a puzzle whose solution is the loss of a finger, the mechanics of which seems to effectively bollox everything that I do. Either we mutilate one of us or we move on. I'm in favor of moving on.

In the midst of moving/renovating, so I've been busy, and haven't had anything to contribute other than "I've become very attached to my fingers."


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

We could do that, yes. How many fingers do we need?

Sorry for my absence. Life had been messy here. I posted yesterday, but it seems Paizo ate it.


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

Sam walks over and looks over at the statue.

"seems like if we break the statue, we'll have the disfigured hand that we need, won't we?" he says.


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

1d20 + 1 ⇒ (20) + 1 = 21

Sam gathers up as much of the creature's poison as he can into a small vial.

"If we don't find a better use for it," he says.


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

If I ever roll above a 10 on this site I might try something.


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

"Anything with that many legs has got to be dangerous," Sam opines, and slips over towards the shelves.

stealth: 1d20 + 9 ⇒ (7) + 9 = 16


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

Perception: 1d20 + 4 ⇒ (5) + 4 = 9

"Huh? What insect?"


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)
Letha Celestborn wrote:
I'd rather have a fast-flowing game without a map, than a slow game with a nice map.

I agree with this 100%.


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

Sam steps into whatever shadows are near, and nods to Letha. I expect there is no shortage, given the environment.


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

Sam accepts the key from Conner with a curious smile on his face.

"Thank you," he says, and then nods at Letha's suggestion. "I'll take the left."

Perception: 1d20 + 4 ⇒ (2) + 4 = 6
Stealth: 1d20 + 9 ⇒ (2) + 9 = 11 Dice roller, why do you hate me?


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

Sam ponders a moment before putting his key in the lock.


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

"Well you did ask if I could persuade it to open," he smiles.

and I did open it ... assuming that I was able to.


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

"Thank you, my friend" Sam says softly, and steps back. He gives a slight bow to Letha. "I believe I have convinced the door to open."

Then, making a sign against evil spirits, he turns the handle and opens the door?


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

Sam shrugs and leans down, whispering to the door. "Won't you please open for us?"

As he whispers, his eyes examine the door, the lock, and the area around it.

Perception: 1d20 + 4 ⇒ (14) + 4 = 18

Unless I found the trap:

Disable Device to open the lock: 1d20 + 7 ⇒ (7) + 7 = 14


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

Sam almost choked on the news of the debt, but then he smiled when the oracle drew her bow so quickly.

"You forgot to mention a debt of a hundred thousand gold owed to the pirate council?" he chuckles. He darts behind the old man, his blade singing as he draws it. "Obviously we're all very stupid to have come this far, but really ... forgot? You can't possibly expect us to believe that, so simply give us the necessary funds to return to our lives and to compensate us for the time you've wasted."


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

Sam looked around at the others and then shrugged his shoulders.

"I'm called Sam," he said, simply. He was small and lean, barely old enough to be called a man, but hard in the way that children forced to fend for themselves become hard. The shape of his features are those of a Minkai, but his skin is a pale grey, and his eyes a bright yellow.

"I'm not sure if it matters, but do you have any idea what did happen to the good captain's wife?" he asked the man who read the will.


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

Sam strolls through the house, keeping an eye peeled for anything that might be of value, though he doesn't touch anything. As he encounters the others, he smiles at them, but says nothing unless they do. The time for introductions will come soon enough, and until then, there's no telling if any of them are here for the same reason he is. Or what that reason may be, for that matter.

It was a sudden impulse that brought him here, but as he made his way, he's had ample time to question the wisdom of his choice.


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

Sam would have asked if he thought the answer would help.


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

"Find the bride, lift the curse," Sam repeats. The woman offers nothing further, so he follows the road up to the old manor house, knocking at the door and then letting himself in.


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

After waiting around on the docks for a while, Sam strolls into town.

Even a desolate rock like this must have a place to get a drink, he thinks, and stops the first passerby that he sees.

"Do you know a half-elf around these parts by any chance?" he says. "He's got a ... what are they called? A cutlass with some sort of etchings on it. I've come a long way to see him."


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

Nope. Don't knock yourself for losing a player.


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

Getting to the Shackles isn't so hard for one with Sam's connections, and he gets the feeling Absalom isn't too sad to see him go. The journey on board the smuggler is incredibly dull, until they come close enough to the Eye of Abendego that the swells make him sick for a couple of days. The days he spends bouncing around Port Peril looking for passage to NeMoren is profitably spent, liberating pirates of their hard won spoils when they fall into a drunken stupor. Of course, by the time he left the pirate city, he had spent at least on various amusements as much as he had stolen.

The small town of Weston looked to be a much different sort of place, and the island seemed to offer little for a young man of his talents. Definitely more comfortable in the city, he thinks, as he strolls down the pier, looking for the half-elf.


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

Shall I assume a relatively uneventful voyage and get to the place in my next post?


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

1d20 + 4 ⇒ (9) + 4 = 13

Sam's eyes narrowed suspiciously as the man's hand went into his cloak, but the sword was there at his hip. The half-elf didn't seem like a man who wouldn't hide a weapon, but there was something about him. Not that he was trustworthy, but that he was strange. Sam could appreciate strange, being that most people found him quite strange himself.

Besides, he had no clue whatsoever about the key. When the merchant had complained about the burglary, he had spoken of lost coin and jewels, but made no mention of a silver key. Sam had shadowed him for days, trying to find something it might unlock, but the man had keys for everything he wanted to open.

Then there was the fact that the half-elf was looking for the one who had the key, and not the key itself. Maybe it was to stick a knife between his ribs. Maybe it was for some other reason. Sam sighed. He had to do something with it.

"This the one you're looking for?" he said. He held the key in his palm, his hand on his thigh, keeping the key hidden from all eyes but the stranger's.

Ordinarily, our boy would never surrender his prize so easily, but in the interests of not bogging down the game indefinitely....


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

Sam looks at the man and at his sword, trying to decide if he's a threat or not.

Sense Motive: 1d20 + 4 ⇒ (7) + 4 = 11 Nope, not useful.

Caution to the wind, he reaches down and puts a hand on the blade of his own sword in the shadows under the bar.

"I suppose I could be," he said.


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

Sam nursed his mug of ale carefully, mulling over the day ahead. There was no work, nor was there likely to be. Not so long as he stayed in Absalom, but where else would he go? His father had a new family, his mother was somewhere so far underground most people thought it was nothing but a fairy-tale, and for all he knew they were right. The folks that raised him were near, but impossible to reach unless he found a way back into the shadow city. The few friends he had made were in one gang or another, and pushing for him to join them, but he couldn't join one without making a mortal enemy of another. It was troubling.

The stranger caught his eye. A pirate, by his voice and blade. A half-elf, to look at him, with an eye patch and a hood. The strangest thing, though, was what he was asking for. A key. A key much like the one in Sam's pocket, that had turned up in a bag of coin he took from a merchant's bedroom while the man and his dogs slept a few inches away. He'd had to split the coin with one of the gangs, but the key he'd hung onto. Nobody else seemed interested, until this odd fellow from the shackles turned up asking for it here.

"So what's your interest in the one's got that key?" he asks.


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

Makes me feel a lot better about buying potions.

Also makes me think I should check out my compatriots character sheets.


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)
DM of the coins wrote:
Tenebral Sam wrote:

oops. Well, I can get all sorts of useful junk for 117gp.

a couple of CLW potions seems like a good way to go.

also you might want some arrows (you only have a single grapple arrow.)

Hmm.

Those would make the bow a lot more useful, too, huh?

Too many campaigns where such things are just waved because bookkeeping is a nuisance.


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

oops. Well, I can get all sorts of useful junk for 117gp.

a couple of CLW potions seems like a good way to go.


Fetchling Ninja/Sorcerer 1 (hps 8/8, AC 17 touch14 ff13 Fort+1 Ref+6 Will+3 Init +4 Perception+4)

Oh evil, how I've missed you.


Hello, hello to my new companions.


Another promising joke, cut down in it's prime.

Why did you cross the road in front of that car? Was the endless tedium of eating and sleeping and laying eggs just too much?


<What> is the root of all evil?


Good morning all. Best of luck to everyone.


Lurking in the shadows, fingers crossed.

Whoever gets picked, it should be a good crew from the looks of things.


OK. I was a little freaked out for a second there.

A bunch of interesting characters in this group, I'm certainly hoping to play with some of them.


Psst ... buddy ... wanna buy a key? I got tin, iron, brass ... yeah, yeah, I got silver in here somewhere....


Since you two are tripping on the music of my teenage years, Sam's Song.


Sorry Torah. Wasn't trying to steal your spot or nothing. If you have your heart set on a ninja, I can get where I'm going another way.


Well, I was going to post my interest and then go be useful in the world, but instead I went on Hero Lab, and then dithered around googling for images.

Past:
Tenebral Sam's mother was captured by raiders on her way to join her husband in Absalom. She was sold to the most unscrupulous of slavers, and ultimately found her way into the Court of Ether, as housekeeper to one of the Svartalfar nobles. She was with child on her arrival, and the fey's fascination with the impending birth terrified her, such that she bargained with a dark outsider to rescue her child.

The demon transported her to the shadow plane, and left her in the care of a small clan of exiled humans in the Shadow Absalom. Though she had saved her child's life, he was born within arm's reach of his father who, on the material plane, still mourned the loss of his wife. When Sam was born, the demon returned, claiming that the bargain had been to save the child from a life of servitude. Sam's mother was returned to live out her days as a slave of the svartalfar, and Sam himself grew up in the shadow of the greatest city on Golarion.

From his adopted parents he learned stealth and secrecy, and he absorbed the essence of his birthplane. He also learned of his history. At the age of twelve, he found a portal to the material plane. He found his father, with a new wife and other children. Though his father welcomed him, his step siblings found him strange and alien, and he knew he could not remain there. Neither could he return to his adopted family in the shadow city, so he did what was necessary to survive.

His natural gifts made him a successful thief, but it also brought him to the attention of the local thieves guilds. For several years he has managed to remain an "independent contractor" in Absalom's underworld, but he knows he is walking a tightrope without a net. He will have to align himself with one group or another soon, or find a new occupation, preferably somewhere far from Absalom.

On his last heist, he found a little something extra among the spoils that he hadn't noticed rifling through the house. A silver key...

Present:
Tenebral Sam
Fetchling Ninja 1
CG Medium outsider (native)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 8 (1d8)
Fort +1, Ref +6, Will +1
Defensive Abilities shadow blending; Resist cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee wakizashi +0 (1d6/18-20/×2)
Ranged shortbow +4 (1d6/×3)
Special Attacks sneak attack +1d6
Spell-Like Abilities
. . 1/day—disguise self
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Statistics
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Str 10, Dex 18, Con 11, Int 12, Wis 10, Cha 16
Base Atk +0; CMB +0; CMD 14
Feats Combat Reflexes
Traits indomitable faith, resilient
Skills Acrobatics +7, Bluff +7, Diplomacy +7, Disable Device +7, Escape Artist +7, Perception +4, Perform (dance) +7, Sense Motive +4, Stealth +9, Use Magic Device +7; Racial Modifiers +2 Stealth
Languages Aklo, Common
SQ poison use
Other Gear Studded leather armor, Shortbow, Wakizashi, Backpack (empty), Grappling arrow, Silk rope, Thieves' tools, 16 GP, 10 SP
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Special Abilities
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Combat Reflexes (5 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Shadow Blending (Su) Miss chance in dim light increases to 50%. This does not grant total concealment.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.

Future:
I've always liked the feel of the shadow dancer, and a fetchling ninja seems like the right way to go to get there.