Tobar Pannell's page

376 posts. Alias of Mark Sweetman.


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Crunch:
Str:10, Dex:17, Con:12, Int:10, Wis:12, Cha:17

Halfling - Swashbuckler (Mouser) 1

DEFENSE
AC 19, touch 14, flat-footed 14 (10 +3 Dex +1 Size +4 Armor +1 Shield)
CMD: (10 + BAB + Str + Dex)
Hit Points: 12 (10 +1 Con +1 FC)
Fortitude: +3 (2 +1 Con)
Reflex: +5 (2 +3 Dex)
Will: +1 (0 +1 Wis)

OFFENSE
Speed: ft
Melee: +5 (1 +1 Size +3 Dex) for 1d4
CMB: +1 (1)

Feats:
Combat Expertise: can take a -1 penalty on melee attacks to gain +1 dodge to AC.

Traits:
Besmara’s Blessing: +1 on Perception and Profession (Sailor). 1/week can reroll a Profession (Sailor) check.
Wanderlust: consider base speed 10ft higher for overland travel.

Racial Traits:
Small: +1 size bonus to AC, +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Slow Speed: base speed of 20 feet.
Fearless: +2 racial bonus on all saving throws against fear.
Adaptable Luck: 3/day can gain a +2 luck bonus on ability check, attack roll, saving throw or skill check.
Keen Senses: +2 racial bonus on Perception checks.
Sure-Footed: +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity: proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Languages: Common and Halfling.
Favored Class – Swashbuckler: +1 HP

Skills: (4 +Int)
Acrobatics (Dex): +8 (1 +3 Dex +3 Class +2 Race)
Climb (Str): +6 (1 +3 Class +2 Race)
Perception (Wis): +8 (1 +3 Class +1 Wis +2 Race +1 Trait)
Swim (Str): 4 (1 +3 Class)

Class Abilities:
Weapon and Armor Proficiency: simple and martial weapons, as well as light armor and bucklers.
Panache (Ex): At the start of each day, gain panache equal to Charisma mod. Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways.
Critical Hit with a Light or One-Handed Piercing Melee Weapon: Each time the swashbuckler confirms a critical hit with a light or one-handed piercing melee weapon, she regains 1 panache point. Confirming a critical hit on a helpless or unaware creature or a creature that has fewer Hit Dice than half the swashbuckler’s character level doesn’t restore panache.
Killing Blow with a Light or One-Handed Piercing Melee Weapon: When the swashbuckler reduces a creature to 0 or fewer hit points with a light or one-handed piercing melee weapon attack while in combat, she regains 1 panache point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the swashbuckler’s character level to 0 or fewer hit points doesn’t restore any panache.
Swashbuckler Finesse (Ex): gain Weapon Finesse with light or one-handed piercing melee weapons, and can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Deeds:
Derring-Do (Ex): can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to a number of times equal to her Dexterity modifier (minimum 1).
Dodging Panache (Ex): when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn’t negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load.
Underfoot Assault (Ex): if a foe whose size is larger than the mouser’s is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker’s space. This movement does not count against the mouser’s movement the next round, and it doesn’t provoke attacks of opportunity. While the mouser is within a foe’s space, she is considered to occupy her square within that foe’s space. While the mouser is within her foe’s space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser’s allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe’s space and leave the foe’s space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser.

Gear: 300gp
Rapier – 20gp
Buckler – 5gp
Chain Shirt – 100gp

Still need to buy the incidentals.

Appearance:
Dressed simply in muted tones and loose cloth the halfling doesn’t look like much worth noticing. A second glance takes in the manicured facial hair, queued ponytail and eyes that twinkle and always seem but a moment from winking mischievously. His waist bears a thin blade with basket grip and beneath the billowing shirt lies a chain shirt. Light on his feet and with a penchant for smiling he seems affable enough.

Personality:
Though his height is small, Tobar is blessed with a resilient skin. Early years a shipborne slave, middle years in the rough and ready environment of freed slaves and now his burgeoning adulthood spent in the Shackles alone have given him a wide point of reference for all facets of society. But being quick to smile and fast to laugh doesn’t mean that his memory isn’t long for slights against him. Naïve is a word that holds some truth… for now, but he’ll learn… he’ll learn.

Backstory:
Born to parents and slaves that served aboard a Chelish merchantman Tobar spent his early youth without his feet touching soil. The merchantman plied the route from Varisia to Taldor and the view of the world that Tobar saw through the salty spray always left him yearning for what lied around the next ridge. The tapestry of people and places etched into his memory in bas-relief.

As he neared his teenage years though, the merchantman was taken by pirates as it rounded the spit of land near Corentyn. Blood, smoke, fire and death… and when the fog cleared his mother lay dead, collateral damage of the fray. The merchantman was sent with a skeleton crew South, limping past the eye and into Slipcove on Bag Island. The slaves taken with the merchantman were then surprisingly set free, given an opportunity to either make a home on Bag Island, or resign to join Jolis Raffles crew and set back to sail. His father, a near broken man bereft of wife had no heart to travel – and settled in Rumbutter.

The contrast was stark and like a slap in the face. No longer the constant movement and motion of being afloat, no salty stories to eavesdrop nor sailors to watch at training for war. Instead it was bloody bees and apiaries, sheep and cattle, and four walls that seemed to get smaller by the day. It was endured a few years, until the adventurous Tobar could take no more… he needed to feel the salty spray against his face and watch the waves and land roll by. Stealing away to Slipcove he stowed aboard the first ship to leave harbor and was disgorged in Port Peril. Still wide eyed and bushy tailed he meant to somehow find a ship and captain worth sailing for… which led him to the Formidably Maid…

This is Mark's submission - I'll finalise and update the profile with the necessaries if chosen.


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Hey guys - I'm sure you are as underwhelmed as I am with Tobar over the time that he has spent in the party. I've struggled to get into the character, and he's proven fairly unsuited to the group and campaign not really finding an appropriate niche to settle into. In addition to that I'm finding that I'm bad at running animal companions / familiars.

With that I think the best step will be for Tobar to either suffer a horrific end or quietly get written out of the campaign.


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Sticking with the delay


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Tobar just stands to the ready, Galopin curled around his shoulder.


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Knowing now that the bag was magiked to hold more than it seems... Tobar double checks within to ensure that nothing was missed within it.


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Tobar chimes in "Anyone keen to take a shifty with your magic sight... this wee bag's a mite heavier than it should be"


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With the gray skinned ones ended, Tobar returns to the chests in the other room.


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Still dissuaded from assault by the press of bodies betwixt him and the foe... Tobar delays taking action.


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Nowhere to go in the press of people, Tobar watches and waits.


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Tobar abandons his work at the chests, and begins to hustle back to the others. As he jogs, a blade works it's way from scabbard to hand.


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Curiosity piqued and risk allayed, Tobar delves into the chests - starting at the left and working around to see what lies within.


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Tobar explains what he saw, before asking "Why don't you talk to the prisoners while I work on the chests?"


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Tobar maneuvers to assist Kilthan's next strike...
Aid Another (for +4 to Attack): 1d20 + 10 ⇒ (17) + 10 = 27


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Boxed in at the entrance, Tobar settles for a speculative stab around the door frame...
Dagger: 1d20 + 10 ⇒ (4) + 10 = 14
...and misses.


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Tobar slows his motion to allow events to transpire before launching himself into action...

Delay till post Mimics


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Am finally coming round to the fact that my character sheet resembles an avant garde painting in the abstract of a mixture of horse manure and the vomit of a man who's eaten nothing but beetroot and carrots.

I'll work on it today and make it something legible... plus I think I need to level it up... twice...


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Tobar holds up his hand as Galopin capers between his shoulders "So... are we barging in or trying to do this quietly?"

Galopin has scent, a climb speed, fantastic stealth and decent perception. Send him for a whip round the building to peer in what windows may be available first?


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Tobar diverts himself upstairs and calls down Galopin to give the doppleganger a thorough sniffing...
Trying to determine if Galopin (through scent ability) can specifically pinpoint doppleganger stink vs normal person smell


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Meh - as long as equal chop suey of monsters and chop suey of characters ensues we're all good.

As with any numeric system you can abuse it if you start looking for cracks to break open:

Case in Point:
1st Level Orc Barbarian - optimised for 20 Strength, next to another 1st Level Orc Barbarian - with same. Both have Amplified Rage.
1st Level Orc Bard - casts Moment of Greatness.

20 Strength increases to 28 while raging, but can be overclocked to 36 for one round by expending Moment of Greatness - > which makes the Orc swing at: +14 for 2d4+19 with his falchion.


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As the beast draws a potion, Tobar lunges for it - seeking to knock it from it's hands...
Disarm: 1d20 + 4 ⇒ (12) + 4 = 16


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Sorry - didn't check the map as the narration didn't imply movement. Move to G5 and 1 sneak attack, which will be a miss.


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Round 3: Taking extra attack from blessing

Tobar's kitchen knife went snicker snack...

Flank Kitchen Knife: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17 for 1d2 + 2d6 ⇒ (2) + (5, 5) = 12
Flank Kitchen Knife: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28 for 1d2 + 2d6 ⇒ (2) + (6, 1) = 9

...and opened up another wound on his target.

Can Tobar see the wounds and starting of bleeding?


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Course I can... sorry - being an airhead at the moment, we're on about day 6 of the gastro roundabout in my house.

Flank Kitchen Knife: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30 for 1d2 + 2d6 ⇒ (2) + (3, 4) = 9

Like a pate seeking divining rod, the knife in Tobar's hand goes straight for the thing's liver.


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Round 2:

Calling out for Kilthan to "Wait! Tobar dodges across tables and chairs to sandwich the fake merchant in a flank.

Double move to I,7


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Surprise:

Tobar uses his quick reflexes to ready a kitchen knife and implore the crowd "Leave it to us, just bar the way in or out."

Move action draw and that's done.


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Right, kid gloves off... if dice bot agrees...
Bluff: 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26 1/3 Adaptable Luck remaining

Tobar is shocked and aggrieved... and only feigning half of it "He was struck, he has been returned to life and if you only wait but a span more seconds then he will speak with his own tongue." narrowing his eyes in suspicion "Why is it that you do not wish to let him speak?... Everyone in this room is more than willing to give him time to acquit or bury us with his own tongue... but you."

Gesticulating with mock fervor "You leapt to accuse before even Tarquin had hit the floor to bleed, and even now you demand mob justice where a slow hand will allow Law to reign... What have you to hide? What was your part in this? Did you hire a doppleganger to slay Tarquin and pin the blame upon us?"

An assist would be helpful ;)


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If the crowd situation still looks dodgy after the wee speeches... Tobar's next try will be to turn a Bluff attempt back on the merchant to make him look the guilty party.


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Pre-rolling to help dictation... Diplomacy: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21

Tobar jumps onto a table to get a bit of height and in his best showman's voice screams "WAIT! Let's not be hasty here. Regardless of how it might look I am sure there is a deeper cause at work." pointing at Anala "Even now one of those who stand beside the dwarf work to save Tarquin from Pharasma's gate. Please, caution and calm - let us ken what we may... and if you still find us guilty thereafter... then condemn us by law, and not by the words of he who has spoken half-cocked and blinded."


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Tobar is taken aback and put on edge, and looks to the crowd first - trying to see if there is a need for mollifying words...
Sense Motive: 1d20 + 7 ⇒ (10) + 7 = 17


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Jumping up onto the wreckage of the cage, Tobar puts his daggers to use...
Taking extra attack from blessing.
Stab: 1d20 + 10 + 2 + 1 ⇒ (20) + 10 + 2 + 1 = 33 for 1d4 + 2d6 ⇒ (1) + (4, 6) = 11 Crit? 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
Stab: 1d20 + 10 + 2 + 1 ⇒ (9) + 10 + 2 + 1 = 22 for 1d4 + 2d6 ⇒ (1) + (1, 5) = 7


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Tobar's intent is to move into a near flanking position without provoking - so that in Round 3 he can 5ft in and attack.


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Aarakess - the blessing only increases your move speed - doesn't grant an additional move. Since you spent your move action on cackling, you can only take a 5ft step.

Tobar uses the grace given to enhance his speed, circling wide and around as near he could to flanking the great beast.

50ft move speed in difficult terrain. I think I can get to R,11 while avoiding any AoO.


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"So they're just going to kill it? - seems a bit of a shame..."


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Take 10 on Knowledge (Local) hits 16

Before they reach the checkpoint Tobar explains "Give me anything dangerous you don't want taken... they don't look kindly to things that explode, sap your strength or cloud the mind." and once given he stows them within his Handy Haversack.

Tobar slides to the front of the group as his simian companion rides on one shoulder. With genial voice and tone he addresses the guardsmen "Fancy? - not in the slightest my good men, we travel here for the Arena games... and if there is coin left in purses perhaps onwards to Sandpoint for Swallowtail. I've heard it's lovely..." and with that he begins to drone on in pleasantries, compliments and stories mostly mundane. As time comes to search his person he conceals that which should not be found through use of the magic of his haversack, conniving words to obfuscate truth, and the distracting cavortations of his monkey.

Acrobatics (Monkey): 1d20 + 10 ⇒ (10) + 10 = 20
Bluff: 1d20 + 15 ⇒ (7) + 15 = 22 Including Adaptable Luck
Sleight of Hand: 1d20 + 13 ⇒ (7) + 13 = 20


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Tobar continues his annoying flourishes, ripostes and nicks...
Stab: 1d20 + 10 + 2 + 1 + 1 ⇒ (1) + 10 + 2 + 1 + 1 = 15 for 1d4 + 1 + 2d6 ⇒ (3) + 1 + (4, 6) = 14 and 1d100 ⇒ 7
Stab: 1d20 + 10 + 2 + 1 + 1 ⇒ (6) + 10 + 2 + 1 + 1 = 20 for 1d4 + 1 + 2d6 ⇒ (3) + 1 + (5, 4) = 13 and 1d100 ⇒ 54


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Tobar steps up to the displaced beast and his tiny dagger goes snicker snack...
Stab: 1d20 + 10 + 2 + 1 + 1 ⇒ (8) + 10 + 2 + 1 + 1 = 22 for 1d4 + 1 + 2d6 ⇒ (1) + 1 + (5, 5) = 12 and 1d100 ⇒ 94
Stab: 1d20 + 10 + 2 + 1 + 1 ⇒ (18) + 10 + 2 + 1 + 1 = 32 for 1d4 + 1 + 2d6 ⇒ (3) + 1 + (6, 3) = 13 and 1d100 ⇒ 27


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Tobar moves off and around through the trees to draw up on the northern beast in a flanking position.

Withdraw / double move to put me at 10ft to the North of #4 (as in, approach as close as he thinks possible without drawing an AoO


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Tobar makes with the stabby stab...
Attack #2: 1d20 + 10 + 1 + 1 ⇒ (15) + 10 + 1 + 1 = 27 for 1d3 + 1 ⇒ (3) + 1 = 4 and 1d100 ⇒ 62
Attack #2: 1d20 + 10 + 1 + 1 ⇒ (13) + 10 + 1 + 1 = 25 for 1d3 + 1 ⇒ (1) + 1 = 2 and 1d100 ⇒ 92


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Seeing an opening to the right, Tobar sends a glance to Kilthan, eyes indicating the other side of the displacer beast that he then moves to half-flank. A dagger then flashes forth half-speculatively...
Attack #2 (Defensively): 1d20 + 10 - 4 ⇒ (19) + 10 - 4 = 25 for 1d3 ⇒ 3 and 1d100 ⇒ 63
Confirm?: 1d20 + 10 - 4 ⇒ (11) + 10 - 4 = 17 for extra 1d3 ⇒ 1
5ft to E,8 and Tobar is at AC 21 this round.


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Sandwiched in the midst of the others Tobar looks to safeguard the life of Anala, stepping forward and feinting to give her the benefit of fortified defence...
Aid Another (Defensively - for +4 AC): 1d20 + 10 - 4 ⇒ (8) + 10 - 4 = 14
Success, and Tobar is at AC 21 this round. 5ft Step to E7


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The first thing that Tobar does upon return to the keep is take a giant bath with Galopin. Both man and monkey are thoroughly bathed, soaped and perfumed and then a barber is called to trim and shape. Thusly done their raiment is average, but beyond that the appearance is pristine - as though they would be able to walk on stage and perform tricks or otherwise to a paying public.

Of the others he offers to provide a meal at whatever serves for a decent restaurant - to give thanks for their assistance in freeing his companion... and also to inquire as to what their next movements were.


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Tobar slinks forward and feints at the bird, though his real intent is to fortify Kilthan's defenses...
Aid Another (AC): 1d20 + 9 ⇒ (18) + 9 = 27 for +4 to AC


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Ranger (Warden) / Horizon Walker pays off in a big way come Level 9 - when you get to treat all natives of your best favored terrain as favored enemies! I keep looking for an Urban based campaign where that has the potential to wreck bigtime face.


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Rule of thumb for primary casters - never dip unless it maintains spell progression.

4th level spells > all ... but that's just me.


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Tobar draws back after the eggs are safeguarded and Aarakess returned... in a manner. Moving back to the king's chamber he searches for some treats for Galopin, and spends the time at play with his companion.


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Anala - silver pellet grenado will work... but it's indiscriminate and would probably splatto some of the lizard eggs.

As Dryn'taka turns to fire, Tobar retrieves something with similar spice. Hurling a similar clay pot that breaks into a resinous sticky gel that both entangles and burns with fury he hopes that the combined assault will be sufficient...
Alchemist's Fire: 1d20 + 8 ⇒ (16) + 8 = 24 for 1d6 ⇒ 1


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Tobar doesn't get too far ahead of himself and just awaits the results of his Reflex save.


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Reflex (inc. Adaptable Luck): 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17


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Tobar nonchalantly steps into the egg filled room, his small feet easily bypassing the lizardmen's prize and reaching the egg and chests in turn. Once he gets there he checks for traps before removing all of them to the non-egg area for all to see and poke and prod.

Tobar has a take 10 Acrobatics of 19 and a belt that gives him permanent ant haul - unless the chests and egg are filled with lead, we should be good.


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Reminding myself: After King Shukak is defeated I will need you to travel to the egg chamber and kill off Ilthane's kobold guards. Once they are dead I want Ilthane's dragon egg gone from our chamber. You can take it back to Magnimar or destroy it, I don't care what happens to it, but I want nothing left of her gifts to our tribes.
So the dragon egg is ours... as are all of the chests (which Tobar will take 20s to check for traps then open). I'd suggest we figure out what to do with the egg later - after we get 1d100 ⇒ 93 Kobold Aarakess back?

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