Man in Mask

Theodric Valtrava's page

113 posts. Alias of Sam C..


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HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

Oh well, at least you let us know. Thanks for that. Kind of bummed that it didn't work out though, I really have been looking forward to the challenge of playing a blind melee character.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

Pausing in his circuit to mull over the information given about these devourers--which sound like the sort of creature Darvan would just love to smack around--Theodric is surprised to feel the ground beneath his feet bucking like an ornery mount, even as the meadow (and his hearing) is filled with the roar of stone coming down, violently. Ears ringing most unpleasantly in the aftermath, he cocks his head briefly to the figure he senses at his left and asks, in somewhat overloud voice, "Something bad just happened, didn't it?" He tries to make out what's happening, but there's just too much noise right now for him to catch anything clearly. With a frustrated oath, the blind swordsman gives his head a hard shake in a futile effort to clear his ears, then says to the presence at his side. "Gods damn it all, I can barely hear a thing over that racket. If we've foes before us, be a friend and give me a bit of guidance to the one closest to us."

With that request answered in a few short words, Theodric cautiously edges forward until he senses a new presence before him. The presence is marked by wash of air from its direction laden with a dusty, yet indescribably foul stench reaching out to find his senstive nose; Theodric has a passing thought that he now knows what evil smells like. But he quickly puts that idle thought aside and focuses on doing his utmost to send this abomination into the dirt before it has a chance to strike.

Round 1: Fight!:

To start, a sound-based Perception check to locate his foes! The DC should--you may decide to adjust it up or down as you will--be 13 for the nearer devourer, 14 for the further, and (depending on distance) 14 or 15 for the big thing (base 10 for creature walking, which I think the devourer getting upright counts as, +1/10 feet between Theodric and the target, +2 for unfavorable conditions like a cave collapsing). His check gets +4 bonus from Blinded Blade Style.

Perception (hearing) Check: 1d20 + 4 ⇒ (4) + 4 = 8

Well, that failed miserably. Paizo seems love screwing my rolls this past week -_-. Theodric senses none of the available foes currently on the field.

Assuming Coalhouse gives Theodric a bit of direction here, Theodric will take a 5-foot step one space down to f-9, then lay on a hasted full attack! In spite of being blind, thanks to Blinded Competence, Theodric does not need to make a miss check for total concealment when attacking the devourer.

Aldori Sword (Main) #1: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31
Aldori Sword Damage: 1d8 + 5 ⇒ (6) + 5 = 11

Aldori Sword (Main) #2: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28
Aldori Sword Damage: 1d8 + 5 ⇒ (1) + 5 = 6

Aldori Sword (Main) #3: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
Aldori Sword Damage: 1d8 + 5 ⇒ (1) + 5 = 6

Aldori Sword (Off): 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31
Aldori Sword Damage: 1d8 + 4 ⇒ (3) + 4 = 7

Aldori Sword (Main) #1 Confirmation: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21
Aldori Sword Damage: 1d8 + 5 ⇒ (6) + 5 = 11

Aldori Sword (Off) Confirmation: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21
Aldori Sword Damage: 1d8 + 4 ⇒ (8) + 4 = 12

Effects:
Haste (7/7): +1 to attack, +1 dodge bonus to AC, +1 dodge bonus to Reflex saves, +30 feet movement, 1 extra attack (at full BAB) during full attack.

Defensive Flurry: +2 Dodge bonus to AC aginst melee attacks until the start of his next turn after making a full attack with two weapons.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

@Velar/Skie: Appreciate the token help. While it's not tactically advantageous--and a min/max part of me shrieks in outrage, lol--I'll let you place Theodric randomly. Recall, he was just circling the group around the King's location, so it's entirely likely he was out of immediate reach when the devourers finally popped in to start the fun.

Darvan's location is fine, and pretty much exactly how I would have moved him (rear-guard, staying close to the group to avoid being isolated, and relying on his abilities at unarmed fighting and self-armoring to cover the others' retreat).


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

Now, I don't know about anyone else here, but I'm feeling some tension from these fights. One character facing off against grabby-bitey swarms with no gear--although, Darvan is certainly a great choice with his class abi!ities being what they are--and another about to fight devourers with wicked high AC and nasty attacks. Oh, and he's blind on top of that, let's not forget.

No, there's definitely some tightening in the lower regions as I contemplate all the myriad and horrific f%~&ery my poor 'toons are about to endure, lol.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

Unable to answer the request for advice, Theodric circles patiently at the periphery of the gathering. Swords in hand, he puts his efforts into surveying their surroundings, for the cave isn't the only place a threat may come from, it's merely the source of the threat they know about. He also keeps an ear turned to the discussion, however, because knowing how to battle these things--or if retreat is the better option--is just as important, and will certainly shape his own plans.

In aid of his self-appointed watch, he lifts his mask to get the full range of whatever scents the area has, for his sense of smell is unusually sharp whenever the swordsman is in that peculiar state of heightened awareness that-quite frustrastingly--only comes about during battle. He'd ordinarily be hesitant to show strangers the seared skin that he takes such pains to conceal, but this is hardly the time for his usual reticence. "Besides," Theodric muses aloud, but in a quiet voice. "It's best to get these new allies accustomed to it now, because they'll see it sooner or later."

Rolls:

As far as movement is concerned, Theodric is just cirlcing the group right now, or those collected around the King's position, if more than one gathering exists.

Perception (hearing) Check: 1d20 + 8 ⇒ (12) + 8 = 20

Further, Theodric is making use of his granted scent ability (10 foot range) to sniff for potential dangers that might be unseen to everyone and not just him ;p.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

@TWO. Question regarding stances. They don't have an explicit time limit to their active duration beyond "combat." May I assume that the presence of a tactical map, in combination with an impending threat is sufficient to maintain the stance Theodric entered back in the Hall? I.e., combat is still happening in spite of this breather between actual moments of violence?


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

Senses:

Perception: 1d20 + 8 ⇒ (9) + 8 = 17

The shift from the man-made structure of the castle to the rougher environs of the tunnel doesn't do much to stop or slow Theodric's pace. Even the press of those crowded before and after serves as an aid of sorts, as it permits him to navigate the steeper initial portion of the escape route at speed while--carefully, in account of his exposed blades--keeping a hand on an unseen back or shoulder for occasional guidance and support. Only upon reaching what his senses tell him is a larger, more open space does the blind swordsman separate from the others somewhat, ears tuned for trouble as he listens to what his companions have to say.

Briefly sheathing the lesser of the two swords he has kept drawn, Theodric cautiously lifts his mask a bit and inhales carefully, then hums in thought before dropping the mask back down and speaking, turning to face Darivan's approximate location. "Well, whatever this 'First World' is, it doesn't smell too badly for being at the end of the privy. The warmth is nice as well, I must say. Now, for those of us not versed in the details of that intra-whatever you mentioned, what is this 'First World'? More importantly, what manner of threats might we find here?"


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

@TWO: Then it's a good thing that I allowed for the possibility that Darvan might have only a standard action to attack with in his post.

Now I just need some brave fellows to step up with him for the impending fight!


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

TWO, in regards to the kitchen group's Round 4 movement and Round 5 available actions, will we be able to reach the kitchens on best-speed double moves in Round 4 and make a full attack in the following round? Or will we need a further move action to finish the trip, leaving only a standard to attack the oncoming soulbiters with?


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

In the mad, high-speed rush to escape the dining hall's carnage, Theodric manages to keep pace quite well for all that he can't see where he's actually going; the narrower spaces offered by the hallways and smaller rooms through which they travel, not to mention the marked lack of overwhelming noise, allows his remaining senses to adjust much more smoothly, even at speed. With the situation not quite as overwhelming to his senses now, the masked warrior is also able to devote a measure of his attention to listening for hints of danger both in the group's line of advance as well as on their backtrail.

Round 4 & 5:

Theodric will hustle right along at his best (hasted) movement speed each round, double moving as required to stay in a proper guard position. He'll also make a Perception check each round--hearing-based, naturally--to listen for trouble lurking ahead or coming up behind the group.

Perception (hearing) Check (Round 4): 1d20 + 8 ⇒ (15) + 8 = 23
Perception (hearing) Check (Roujd 5): 1d20 + 8 ⇒ (20) + 8 = 28

Effects:
Haste (5/7): +1 to attack, +1 dodge bonus to AC, +1 dodge bonus to Reflex saves, +30 feet movement, 1 extra attack (at full BAB) during full attack.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

@Acaciano: If I had a cookie, I would totally give it to you :D. Unless it was oatmeal raisin, that one I'd only split.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

Just a(nother) reminder TWO, but neither of my characters are still where their present positions on the map indicate; I can't modify their placement through Google Docs from the tablet I use for my Internet access. They have moved though, and I noted their exact movement paths using the handy coordinate grid you set the map against.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

Yeah, did some digging and Velar cast a haste spell on a number of folks--himself among them--way back in Round 0. So if you've got a persistent, loose +1 that you otherwise can't account for, that may be your source.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

@Lessah: Buff spell? I know someone was handing out hastes at the king's end of the hall.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

As he feels unseen hands moving about his person in process of retrieving his offered supplies, Theodric shudders slightly but otherwise doesn't show any reaction to the unnerving sensation of strangers that close to him. After a few moments more of stillness while he waits to see if anyone else accepts his offer, the masked duelist turns slightly to his right--where his liege's voice came from--and answers his command with amusement clear in his voice. "I'll gladly do as you order, Sire, just as soon as someone kindly turns me to face the appropriate direction and either pushes, pulls, or otherwise directs me to the correct location." The amusement now gone from his words, Theodric nods his masked head toward the general area of the hall where the sounds indicate that the fighting is in full swing. "Whatever is occuring there makes it abundantly clear that my usual means of getting around on my own in unfamiliar places isn't possible right now."

The moment he finishes speaking, Theodric feels a firm grip on his robes haul him bodily around to his left, while an unknown voice tells him how many paces lie between where he presently stands and the base of the stairs, after which a firm push to the back gets him under way. He wastes little time in following the directions given him, deviating only slightly when he senses someone else in his path. Reaching the stairs, Theodric takes them surprisingly quickly for one with his impairment, leaning slightly on the bannister as a guide until he reaches the top, where he pauses a moment to reorient himself. The spell still powering his sinews leaves Theodric nearly bouncing on the balls of his feet, and he finds it little effort to continue further still down the length of the balcony until he reaches the guards at the far end, where he finally comes to a stop.

Round 3:

Hasted move action to go 12 squares (5 feet to n-11, 25 feet to n-6, 25 feet to i-6, and 5 feet to h-7). Then a hasted double move action to move 6 squares (to h-13).

Effects:
Haste (3/7): +1 to attack, +1 dodge bonus to AC, +1 dodge bonus to Reflex saves, +30 feet movement, 1 extra attack (at full BAB) during full attack.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

@Lessah: I haven't got my books to hand, but aren't there two major caravan routes over the top of the world between Tian Xia and Avistan? There's the western route through the Lands of the Linnorm Kings and Varisia, and then another a lot further east of that. Without my books, I don't know how near the latter is Brevoy, but that could be useful for a starting point for Skie's presence in the region?


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

Just a reminder TWO, but Google doesn't play well with my current device, so I'll need my tokens piloted by someone else around the map to the directions I write out during my move actions.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

Dang, reading all of this makes me damn glad I kept the rough build for both my characters on their respective pages for reference purposes.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

Theodric and Darvan are ready, as far as I can see.

For the former, I swapped Weapon Finesse for Quick Draw, updated Weapon Focus and Exotic Weapon Proficiency, and noted former feats being combat options now.

For the latter, I dropped Power Attack entirely and replaced that with Two-Weapon Fighting, updated Improved Unarmed Strike and Weapon Focus, and made note that former feats are now combat options instead.

Their Mythic advancements are going to need going over though, since I did select Mythic versions of several feats that have been altered or removed.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

Well then, I'll juggle their feats a bit to get compliant and start trying to relocate all of the game stuff I had set aside relating to blind-fighting.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

Okay, so if I'm reading this Feat Tax thing properly, I don't get any rebates from classes for Theodric or Darvan. But I do get to apply Weapon Focus to a group of weapons--heavy blades for Theodric, monk weapons for Darvan--and I might get rebates for Weapon Finesse and Power Attack taken via other feat choices (the former now being a weapon trait and the latter being a combat option)?

If nothing else though, I will see the builds for both loosen up just a bit, more so for Theodric than Darvan, with some feats they plan to take being consolidated.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

I can drop Mordred a notice, he's running a campaign I'm in. But I think it unlikely he'll be back, as he and the missus just added a fresh sprog to the family unit. Sprogs apparently require lots and lots of time when they're fresh, lol.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

Yes, I'm game to rejoin to as well, with the caveat that if you need to bugger off for life for a time--which happens, nothing you can do about that--you have the courtesy to inform us of such instead of just disappearing again. I don't mind a hiatus, but you had us jump through a lot of hoops to get in, and wondering if that was all to amuse a troll left a sour taste behind.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

Well, I'm pretty sure that the number of players won't be an issue if this campaign ever restarts. If there haven't been a few dropouts by now over this, I'll be very surprised indeed.

I can understand being busy with life and all, but what excuse is there for not finding 5 minutes to use your phone while you're taking a shit or waiting in line, and dropping a quick message? Otherwise, you just leave people thinking you've run the f&*+ over or something.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

Yep.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

I hope not. A hiatus this early into things is rarely a good sign, as players have little reason to remain interested or invested in the campaign. Particularly when active alternatives are somewhat readily available.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

Well, as it appears that nobody is going to take up Theodric's offer of visual obscurants this round, I think my actions are done with as well.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

I'm definitely in favor of clearly numbering mass enemies as well.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

While awaiting further orders, Theodric hears a female voice behind him call for someone to break line of sight. It take a moment to puzzle out the meaning of the request, but once he does, he is quick to speak up. "I have a number of things that can help obscure our position or otherwise interfere with a clear look at us. Do we need short term coverage at a distance or lasting coverage right here?" As he speaks, the swordsman reaches up to carefully tap one of the pouches slung across his torso with the knuckles of his sword-wielding right hand. "I've got smoke pellets here, easy to throw but they don't last once they go off." He then shifts his hand to the second pouch in line and continues. "But there are smokesticks in here, those'll put out a nice thick cloud that lingers. Don't know how far they'll go if you had to throw one, though." Lowering his occupied hand, he shrugs at no one in particular. "In light of the circumstances and our shared service, I'll invite any of you to dip in and help yourselves to what you need, trusting that you won't clean me out or muck about with anything else in those pouches."

Smoke 'em if you got 'em (for anyone near Theodric):

Theodric is currently standing at g-8, but has a move action still unspent, so he can go to someone if they can't spare an action--or aren't close enough for the old 5-foot step--to approach him.

He has 20 smoke pellets and 10 smokesticks available, and is willing to contribute up to half of each if needed to anyone willing to spend a move action to retrieve one or the other and a standard to use it. (He has pepper smoke pellets too, but the daemons he knows about and the devourers that he doesn't, yet, wouldn't even notice those.)


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

Oh, that is exactly what I was hoping the answer would be, excellent! Though, Theodric can't do much with that right now on his own accord.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

@TWO: Procedural question here, regarding the timing of actions taken in a round. With initiative pretty much free-form as far as players go--not that I mind that--how does it work if a character takes one action early in the round, then hears a request, idea, or command that they're in a position to answer if they followed up with their unspent action?

Using Theodric as an example of what I mean, he used a move action. Now Lyda has posted a desire for visual obscurants that aren't magic. If he had a hand free, Theodric could answer that call quite readily. Would I be able to make another post expending the relevant action, so long as it still the round in which that action could be used?


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

Hearing the roared command with his name attached to it--and thankfully, for the sake of his embarassment, not the only name called out--Theodric checks his steady advance with an awkward jitter, then swiftly makes his way back to the crowd surrounding the king. As he does so, he notes that his movements are a bit quicker than he's accustomed to, and it doesn't take but a moment to recognize the effect. It seems as if some helpful soul did a bit of spellcasting his way as he was moving out.

With unseen forms making themselves known to his sharpened senses when he draws near enough, Theodric shifts smoothly to one side, then another, his steps never pausing. For anyone who witnessed his halting movements earlier in the evening, the difference between then and now is quite startling. Soon enough, he's standing where he thinks the command originated from, his posture clearly displaying his embarassment at having been called to heel like an errant dog. However, he offers no protest over the issue, recognizing that his instinctive reaction of advancing to engage was not the correct response in this case. Instead, he merely dips his head and asks, loudly enough to be heard over the tumult. "Apologies, sir. Your orders?" Waiting with his weapons held close to keep them out of the way, Theodric tries very hard to tune out the screams of the wounded and the dying at his back.

Round 2:

Sheesh, that's a damn busy map right there.

Move action to move 8 squares (via j-1, i-1, h-2, h-3, h-4, h-5, and g-6) to g-7.

Effects:
Haste (2/7): +1 to attack, +1 dodge bonus to AC, +1 dodge bonus to Reflex saves, +30 feet movement, 1 extra attack (at full BAB) during full attack.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

Already rolled a caster level check to overcome SR on Darvan's cast spell, when I posted his Round 1 action. Knowing now what SR the devourers have, I can hang my head in sorrow as my result of 21 just missed the mark. Investing a trait for Magical Knack was a good idea, though. That +2 caster level increase is going to be very handy once Darvan gets some bigger casting muscle to use it with.

Question regarding successful Knowledge checks though. Does making the check make it acceptable to look up the creature and, in spoilers, give an OOC rundown of the learned knowledge for the benefit of others? I didn't know if it was permitted, so I didn't go diving into the bestiary entries for either, to avoid metaknowledge contamination.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

Well, in light of the tidbits covered in TWO's post, I'm glad I stopped Darvan's movement at the square with the benches; I assumed the empty space between was table, and would require more effort to cross than I could afford on 10 feet of available movement. Also glad I had him shouting his Knowledge results, lol.

GM TWO wrote:

:: Darvan ::

Hmmm. No, you aren't going to be able to merge these into one swift action; two swift actions (or whatever can replace a swift action) are required. I am also going to note that the close similarity between these is going to mean that the attack bonus (the only thing both items share) will not stack.

The devourer on the left consumed the soul-pearl.

I sort of figured that would be the case, but it never hurts to ask just in case, you know?

There should be no issue to their stacking, since the granted bonuses are not the same type. The attack bonus from Personal Trial is an insight bonus while the attack bonus from Champion is untyped. The rules themselves state that two bonuses to the same stat stack as long as they're not the same type--excepting only dodge bonuses--or from the same source. And similarity or not, Champion and Personal Trial are not the same source.

Devourer on the left it is! It shall feel Darvan's fury, and know the bitter taste of defeat (and de knuckles, and de knees...)


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

@Velar: Yeah, that was meant to go into Theodric's spoilered section; I did both posts as a single for my sanity and ease of typing, then copied and pasted Darvan's section under his alias, forgetting that I had the Haste block under his spoiler at the time. By the time I noticed, too late to edit it -_-.

Brains don't brain too bloody well on painkillers :p.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

Round 1
Theodric cautiously makes his way through the milling throng of armed folk moving to either defend their new king or to more closely engage the attackers. He can hear Darvan's raised voice further down the hall, and nods to himself; these attackers are sure to be getting a rude introduction to the fact that unarmed and unarmored does not mean helpless. He just hopes that his friend takes some care, since he is bereft of his usual protections this evening. Once Theodric gets clear of crowd, he draws his blades and begins to make his way toward the doors, attempting to navigate by using the sounds of the attackers and their initial victims as his guide.

Round 1:

Move action to move 5 squares (via f-9, g-8, h-7, and h-6) to h-5 while drawing his swords.

Making a Perception (hearing) check to guide himself toward the opened doors.
Perception (hearing) Check: 1d20 + 8 + 4 ⇒ (4) + 8 + 4 = 16

If the check succeeds, then a second move action to move 5 squares (via h-4, h-3, i-2, and j-1) to k-1.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);
The Wyrm Ouroboros wrote:

:: Darvan ::

Yeah, like that!! And that F/X is cool!

No idea what I did, lol, but glad it meets your approval! And nice, I'll make note of that accepted visual effect in Darvan's sheet for future reference.

Just to clarify, the posts for Theodric and Darvan were the preemptive full-round actions granted before the doors were kicked open. I figured it might be easier to let everyone else get their preemptive round taken taken care, then do the proper first round posts when I can account for others' actions during the preemptive. (Since I don't know what you'll rule Darvan's shouted explanation as taking by way of action--more than a free round, apparently--his first proper round may be partially over with in any case.)

Also, which devourer was the one that had itself a meal after entering? Darvan wants that one for a special bit of whuppin' on. Or do I just pick one?

Finally, Darvan has Personal Trial, which is a swift action to activate. Interestingly, his story feat offers a similar ability with an identical activation time. Can I slap those two together into a single activation?


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

When the unmistakable sound of voices screaming and shouting in something other than excited revelry reaches him, Theodric shows not a moment's hesitation in acting, his hands swiftly moving to the scabbarded dueling sword at each hip, sensitive fingers quickly tracing over the knots holding the blades tightly to their respective containers. Then, in an unconcious display of manual dexterity--made that much more impressive for being done sightlessly--the knots are undone entirely, leaving the blades cleared for use.

Instead drawing them right away, however, Theodric simply grips the hilts and turns his mental focus inward. Shutting out the clamor from beyond the Great Hall's doors, as well as the rising tide of fearful noises from those within, Theodric steadies his breathing and concentrates. In moments, a faint smile flickers across his unseen lips as the desired effect manifests, his remaining senses sharpening to a level unknown to most humans. Hearing, touch, even smell, all working together to give him a preternatural awareness of his immediate surroundings.

Now ready for the apparent attack that has been brazenly launched against the Citadel without almost no warning, Theodric returns his focus to the outside world just in time to hear the doors slam violently open and a fresh chorus of screams from those within the hall adding to those from outside. He wonders for a moment what could produce such a reaction, until Amavin's concise identification of at least some of their foes clears things up. "Demons? Well, sounds like someone is willing to cross a lot of lines to make this attack happen. No prize for guessing who their main target is, though I'm certain that the mastermind won't shed too many tears if a lot of other worthies end up getting mauled in the process."

Cleared, Centered, and Ready!:

Theodric will take two move actions to make Sleight of Hand checks, one for each of his swords, to undo the peace-bonds holding them. He will then take his swift action to enter the stance for the Blinded Blade Style.

Sleight of Hand Check: 1d20 + 9 ⇒ (12) + 9 = 21
Sleight of Hand Check: 1d20 + 9 ⇒ (19) + 9 = 28
Hot dog, looks investing ranks there just paid off!

In his stance, Theodric no longer suffers the -4 penalty to Strength- and Dexterity-based skill checks and does not need to make Perception checks to pinpoint the location of creatures within melee reach. He also gains a +4 bonus to hearing- and scent-based Perception checks, Scent with a range of 10 feet, and unseen creatures within melee reach do not gain total concealment against him.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);
GM TWO wrote:
... with the caveat of 'if you're weak, I want what you got'. (Which, after all, is what Chalm is trying to set out to stop, at least in his domain.)

And, ironically, is what Chalm himself will be using to stake and enforce his claim to Kradira's future existence, at least initially; if the residents were strong enough to hold him back, he wouldn't be heading that way to begin with. I wonder if he's aware of that? He probably is.

@Darivan: Much obliged for the assist.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

TWO, I've got a technical issue with the maps there; my tablet doesn't actually let me use those maps' various editing bits. I can look at 'em, no problem. But nothing else.

So I'll actually need someone else to pilot my little tokens around to spoilered directions, if possible. And on that very subject, Darvan parks his butt at F-12, while Theodric grabs a random seat in the nearer blue section, probably next to Selene if she's still offering an arm as guidance.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

Theodric has the perfect excuse, in that he hasn't seen anything odd about Lyda in the least ;p.

And Darvan? His first real exposure to Lyda is this chat session with the King right now. He would assume a thorough vetting by those in charge before she ever crossed the threshold to begin with, so why start some drama where it isn't needed?


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

:: William & Winnie ::
Starting momentarily in surprise as he feels a hand take his own, Theodric settles once the hand's owner speaks up, revealing a female voice. He quietly listens to the apology, and the offer of friendship as well, though the male chuckle which follows confuses him, until Darvan leans forward and murmurs "Hand," at which point he understands clearly what the issue is. With a soft laugh of his own, he offers his right hand to his unseen speaker, leaving it to her to complete the gesture.
"Certainly, more friends are always welcome. And no apology is required, honestly. As it happens, there are a few benefits to my lack of sight, though most only apply in rather uncommon circumstances." Tipping his head toward the male voice, he explains a little. "Don't need to worry about lack of light or obscured vision during fights, that's the biggest one."

He's about so say more when King Kowalskiy's voice rings out after the thumps on the floor bring the voices of his peers to a halt. Listening intently, he waits until the voice falls silent before offering a clarification that might soften the irritation he can clearly make out in the man's voice.

:: King Kowalskiy ::
Clearing his throat, Theodric steps forward once more to gain his liege's attention. "Sire, I understand your irritation at this argument over scouting duties," he begins with respectful nod. "But for most of us here, our scouts have to work as problem solvers too, because we don't generally have the luxury of relying on backup to handle things. I believe that mindset is the primary source of the problem; we're simply not accustomed to having the sort of presence you'll be providing at our backs. Once that reality has time to settle in, I believe it'll go a lot smoother for everyone involved." Having said his piece, Theodric awkwardly steps back into the crowd, careful not to bump anyone as he does.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

Listening to the flurry of voices raised in argument as their owners try to assert their expertise and demonstrate the strength of their ideas regarding the scouting teams, Theodric idly remarks to nobody in particular. "I'm perversely happy right now that all I really know how to do is hit things until they stop resisting. The fact that I'm standing here right now is all the proof of my skill that I need for that. Spares me the wasted time and wet clothing that accompanies these pissing contests."

***Darvan***
At his back, Darvan chokes back a snort of laughter before offering his own thoughts on the argument's subject. "True, but there are still some excellent points being raised by all sides. Not merely in regard to the composition of the forward scouts, but in making unfounded assumptions about skill or lack thereof in a particular field. I feel certain that at least part of the reason why we were chosen is precisely because we all have skills that are not typically possessed by those in our respective professions."


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

Receiving answers to his questions, among others, Theodric nods in understanding and takes a few moments to think things over, occasionally leaning to the side to consult softly with Darvan. His new peers are a sharp bunch, and between them cover most everything of concern that Theodric and Darvan can think of (and a number of points that hadn't occured to them as well).


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

Turning, as best as he can judge, toward Deneb's voice, Theodric is quick to offer a counter to his argument regarding the prospect of actual banditry against the caravan. "Anyone willing to turn to such a life, with all of its attendant risks and scant rewards, is either desperate or insane. Don't underestimate what either of those states will drive folk to do. Just one well-stocked farmer's or merchant's wagon, to say nothing of our own with their generous road supplies, will likely keep a small group in modest comfort for the rest of the season if they can take it." He grimaces behind his mask as he remembers a few--thankfully rare--encounters of particular note. "And that's not even taking into account those groups that may be driven into action by someone or something that they fear more than us. I'm not saying we should plan for every last little possibility, but ignoring something as unlikely is a damn fine way to get ambushed by it later on."

Theodric then nods in the direction of Selene as he addresses a point she's raised. "The matter of prisoners is definitely relevant, and I have a possible solution for it." Turning his concealed face toward the king once more, he offers his idea. "That stone you had swear our oaths on, could that be used to hold any prisoners to acceptable oaths as well? Say, an offer of royal pardon in return for their service to the crown and agreeing to forsake the commission or knowing support of such activities in the future?" With a shrug and slight adjustment of his mask to allow a waft of cooler air to pass underneath it, he concludes his suggestion. "Such folk, or those who survive more than a season or two, often have some useful skills to offer. Turning them away from crime to a life of usefulness might encourage others to come in of their own accord, it could give you a nice reputation for mercy, and an equal reputation for unflinching justice when you hang those who refuse the clemency or violate it."


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

With the grand show made of the oathtaking finally over with, Theodric is visibly happy--in his general bearing, at any rate, if not his hidden expression--to turn his thoughts to the concerns raised by his new liege. And almost immediately, several points come to mind, which he brings to Chalm's attention by raising a hand and stepping forward just a bit. "I have a few questions, sire. In light of your blunt character assessment of your cousin and his strong desire to see the last of you, by one way or another, are we going to have to keep watch for more than just bandits and monsters as we travel? Because there are bandits, and then there are bandits, if you understand my meaning. Also, your mention of a hard time limit to be out and gone implies a penalty for not meeting that condition. Is that an accurate assumption then, and what would the penalty be if it is?"

Somewhat nervous now, as he gets sudden and unwelcome mental image of indistinct eyes focused on him, the swordsman has to pause a moment and take a few calming breaths before continuing. "Finally, are there any plans in place for how the caravan is to conduct itself under varied circumstances? Camp discipline, what to do about stragglers, what to do during an attack, and such things? I imagine that most of us here are at least familiar in passing with such things, but the folk we're to be escorting likely won't be, and I'd hate to try wrangling them during a crisis when they all decide that their own course is the best one to follow." Unseen behind him, Darvan nods his heartfelt agreement with his leader's words; both have a small measure of personal experience with that very issue, and neither wants to really repeat it any time soon.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);
Ash.. wrote:

Sam/Theo I presumed that we'd share a mutual respect since we share an alignment and dislike of bandits, but feel free to say in here if that doesn't suit.

Meanwhile, may I copy theo's mundane gear list for caravan?

Lol, copy away if you find my obsessive/compulsive equippage useful to you. You'll find costs for each item--total price, in gp where possible--under the rough build heading if you haven't already looked there.

As for an existng acquaintance, I've no problem with that either.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

For all that I-- and Theodric--know, it is. It's not as though either of us can see the King nodding in Theodric's direction while giving Tobias a nudge, right?


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

True, but he still could have left it to a guard to handle; until the oath is made, Theodric is just some random dude in a mask, after all. Having an unprompted personal assist from the new Prince himself probably means something in this society, where every little nuance of interaction is picked over and examined for its meaning and potential.


HP 70/70 | AC 20/13/18 | CMD 23 | Fort +5 Ref +5 Will +3 (+4 w/Bravery) | Per +8 | Init +4 | Darvan
Class & Skills:
Fighter (Two-Weapon Warrior) 7 | Acro +14 (+15 to jump) Bluff +5 Climb +7 (+9 w/kit) Inti +8 (+9 to demoralize) Ride +6 Sense +12
Combat:
30 ft. (30 ft.) | Melee +13/+8 (dueling sword) Melee +10/+5/+10 (dueling sword/dueling sword) Ranged +10 (robe of needles) | CMB +10 (+11 w/Sword Scion);

As the oathtaking steadily winds on to his own part, Theodric begins to feel an increasing sense of nervous worry. Not about the oath itself, no, but rather how he's going to get from his seat to the new king (and back again) without making a complete mess of things! Fortunately, as his name is called and he rises to make his approach, a gods-sent solution presents itself in the form of a somewhat familiar voice at his side. "I would be quite honored to assist you, if you'll allow it," the voice of the new prince quietly offers, and Theodric feels a small hand tentatively grasp one of his. Bowing slightly, Theodric accepts the offer with obvious gratitude in his voice. "Your Highness, I'd be grateful beyond all measure for the aid you offer. Do lead on, please!" With guidance and softly-spoken prompts from Prince Tobias, Theodric is able to cross the distance between his seat and the king, kneel for the recitation of his oath of fealty, and return without mishap.

"I, Theodric Valtrava, son of Constan and Latreya, being of sound mind and without reservation, swear fealty of mind, body, and soul to the King and People of Krádira. I swear to bear loyal and true service to the King and People of Krádira, and to honor, preserve, protect, and uphold the laws, justice, and mercy of and for the People of Krádira against all enemies, foreign and domestic, and to bear true faith and allegience to the King and People of Krádira. I swear to faithfully execute the charges given to me, to protect and guide the people over whom I am granted rulership, guarding them in times of peril, nurturing them in times of peace, leading them in times of war, and governing them always with justice tempered by mercy, as the gods give me the wisdom to so do. This I swear to do until my final death, the world's end, or my lord release me."

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