Half-Orc of Averaka

Todoth Nankak's page

22 posts. Alias of Zorblag.


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Half-orc Crypt Breaker 1 | HP: 9/9 | AC: 16 Touch: 13 FF: 13 | Fort +3, Ref +5, Will +0 | Initiative + 3 | Perception +4 (5 to find traps) | Bombs 4/4

I'll poke a head in and ask how things are going as well! Hopefully everything is OK! I know there's been weather all over the US.


Half-orc Crypt Breaker 1 | HP: 9/9 | AC: 16 Touch: 13 FF: 13 | Fort +3, Ref +5, Will +0 | Initiative + 3 | Perception +4 (5 to find traps) | Bombs 4/4

Thanks for the heads up for what's happening, though! Here's to a new phone with a quick arrival!


Half-orc Crypt Breaker 1 | HP: 9/9 | AC: 16 Touch: 13 FF: 13 | Fort +3, Ref +5, Will +0 | Initiative + 3 | Perception +4 (5 to find traps) | Bombs 4/4

As Todoth hears Bakerta's words, her gaze turns back to Mahzuzi and she pauses momentarily, assessing his stance.

Sense Motive: 1d20 ⇒ 11 I don't think Todoth would get anything out of that at all.

After a short look she shrugs and looks back to the strange woman. "Fine then, let's humor this line of inquiry, but know now that we have reason to distrust your words. You've presented that writ as both blank, and being one with our company name filled in. It cannot be both, so at least once in this discussion you've already spoken intentionally to deceive. Tell us of the mutual interest that we might have, but you'll need to excuse us for not taking what you say at face value.

"Also, Farid has the right of it. Let us do this quickly so that we all may move on."

As she speaks, Todoth reaches down to pat Mahzuzi's shoulder in a way she hopes is encouraging.


Half-orc Crypt Breaker 1 | HP: 9/9 | AC: 16 Touch: 13 FF: 13 | Fort +3, Ref +5, Will +0 | Initiative + 3 | Perception +4 (5 to find traps) | Bombs 4/4

Todoth's expression darkens further. "I don't know what game you're playing here Baketra. There's nothing terribly surprising about being among the last to be draw in the lottery. Some groups have to have that happen and there are enough sites for everyone to explore, so it's not as though they'll run out before they get to us. Mahzuzi's got our writ of exploration ready to go when we get called; why would we care if no one else needs one. If you don't have anything more important to share I think our business is done."


Half-orc Crypt Breaker 1 | HP: 9/9 | AC: 16 Touch: 13 FF: 13 | Fort +3, Ref +5, Will +0 | Initiative + 3 | Perception +4 (5 to find traps) | Bombs 4/4

Yeah, my archetype actually gives me the trap finding and disabling as well. We should have those well covered.


Half-orc Crypt Breaker 1 | HP: 9/9 | AC: 16 Touch: 13 FF: 13 | Fort +3, Ref +5, Will +0 | Initiative + 3 | Perception +4 (5 to find traps) | Bombs 4/4

Todoth manages to hold her tongue and let those familiar with the culture handle the exchange, but her eyes narrow as she takes a long, even more suspicious look at Baketra. Sounds like the opening to a shakedown to me. She then glances at Mahzuzi to see what the gnome is making of the situation before looking out at the crowd, trying to judge how many groups have sent representatives and how many more seem to be waiting to send someone to the stage.


Half-orc Crypt Breaker 1 | HP: 9/9 | AC: 16 Touch: 13 FF: 13 | Fort +3, Ref +5, Will +0 | Initiative + 3 | Perception +4 (5 to find traps) | Bombs 4/4

Todoth stares somewhat impolitely at the woman and her apparent escort, apparently oblivious of any relevant social norms, while waiting for an answer to Jabari's question.


Half-orc Crypt Breaker 1 | HP: 9/9 | AC: 16 Touch: 13 FF: 13 | Fort +3, Ref +5, Will +0 | Initiative + 3 | Perception +4 (5 to find traps) | Bombs 4/4

Todoth watches the first draw, and the excitement that the delegate from the Daughters of the Desert shows. Sebti know how to work a crowd, that's certain. It's probably a handy skill for a high priestess to have.

"You've got our writ of exploration, right Mahzuzi? I'm assuming that you'll go represent us unless anyone objects?" The half-orc looks at the others to see if anyone has other ideas. He seems to be comfortable interacting with all sorts of people and paying sharp enough attention to the main event that he won't miss anything up there, unlike Farid. Besides, with the number of groups we've got here, having someone smaller on stage is probably better for everyone involved.


Half-orc Crypt Breaker 1 | HP: 9/9 | AC: 16 Touch: 13 FF: 13 | Fort +3, Ref +5, Will +0 | Initiative + 3 | Perception +4 (5 to find traps) | Bombs 4/4

Todoth smiles at Mahzuzi's energy and apparent relief. "I imagine something like that must be it. A divine casing of lots wouldn't be out of the question, but a general draw seems to fit the term better. In any case it's good to see you here friend. I see that you're as eager to go now as you were last night in the inn. I expect that'll serve us well when we get to start our explorations."

When Sebti starts speaking, Todoth's uncomfortable fidgeting stops almost immediately. As the priestess talks, the half-orc's attention is fully on her and she nods from time to time as the history of the city is related. The outline is less detailed than she might have liked, but it matches what she has read and threatens none of her expectations.

As Sebti's presentation moves on to the exploration of the tombs, if anything Todoth's attention becomes more focused. There's history to discover in any of the sites, but I can believe that there'd be competition for particular ones. Especially for those that don't care so much for the history itself and just have an eye for coin. She breaks her gaze away from the priestess to see how the other groups are reacting to this part of the presentation. Regardless, I can't wait to see what we end up drawing.

Todoth puzzles a bit over the three rules, having some idea what might be implied, and trying to work through the opaqueness until Jabari steps in with a more detailed explanation. "Thanks, I'd think that those should be self-evident, but it doesn't hurt to have them said I suppose. I suppose that in a city of so many traditions such as Wati I shouldn't expect a transparent first telling for such things, so it'll be good to have you and Mahzuzi here to help steer clear of the pitfalls I might not realize are hidden under the surface formalities."

Looking around a the group the half-orc nods once more. These companions should do. They bring skills and a respect for the city and its history that should serve us well. "Now we just need to get to this lottery so that we can get back to our waiting until tomorrow morning. I suppose that knowing the location might help us with preparations, but tomorrow morning seems awfully far away at this point."


Half-orc Crypt Breaker 1 | HP: 9/9 | AC: 16 Touch: 13 FF: 13 | Fort +3, Ref +5, Will +0 | Initiative + 3 | Perception +4 (5 to find traps) | Bombs 4/4

Todoth adjusts the longspear strapped to her back for the tenth time this hour and then wipes some of the sweat off her sun scorched forehead. Glancing at the dwarves and the half-ogre as Jabari talks to the halflings she musters the energy to chuckle under her breath. If those dwarves are working with him, he's bringing something of use to the table. It's refreshing to see that they recognize it. Those that limit their options by just working with their brethren in a situation like this are just giving themselves an unnecessary handicap.

Turning to the rest of the group, the half-orc does her best to make small talk. "So I don't suppose any of you have seen this lottery before. Anyone know how the selections are made? Or how long they like to make us wait before they get started?"


Half-orc Crypt Breaker 1 | HP: 9/9 | AC: 16 Touch: 13 FF: 13 | Fort +3, Ref +5, Will +0 | Initiative + 3 | Perception +4 (5 to find traps) | Bombs 4/4

The Winds of Fortune works for me! See you in the game thread!


Half-orc Crypt Breaker 1 | HP: 9/9 | AC: 16 Touch: 13 FF: 13 | Fort +3, Ref +5, Will +0 | Initiative + 3 | Perception +4 (5 to find traps) | Bombs 4/4

I'm here and checking in. The fourth is going to be a great time to start as I'll be busy getting ready for a new quarter, and then starting it, up until around then.

Todoth here is an alchemist who's fascinated by the history of Wati and by the Sphinxes in particular and should be somewhat flexible for filling party needs as we go.

For the party name I don't have strong opinion, though I'll start by throwing out the Steelguts Surveyors (or Survivors) to acknowledge that that it was Steelguts who pulled us together (even though GM Tom has been kind enough to push us forward.)

In any case, I hope everyone is having a great end of the year and look forward to our adventure starting soon!


Thanks for picking things up!


Just posting to confirm that I'm still interested as this thread is on the quiet side just now. I'd still love to explore some tombs!


Here's my submission for the adventure. Todoth is a half-orc Crypt Breaker Alchemist. She's fairly flexible for what role she'll play in the party. She can handle some front line work, ranged attacks and trap finding and disarming from the start. As we advance she'll probably specialize some, and could add buffing/utility as we go if that makes more sense than staying a selfish/alchemist buffer.

background:
Todoth was raised steeped in the knowledge of the history of Osirion. In addition to alchemy, her tutors taught her ancient what they knew of the history and philosophy of the ancient peoples of the region with a focus on the mysterious sphinxes. Though she's had to travel far to reach the region, it was a trip that she felt she had to make once the half dead city was opened to explorers.

Todoth has done everything she can to prepare herself for what she might find here, and the exploration and discovery is her driving force. Anything she can learn of the past dynasties, and the sphinxes in particular will satisfy a yearning that she's never been able to properly explain to those about her. Sure she's a treasure hunter, but the greatest treasures she might find will be knowledge to fill in the gaps that her education has left blank.

Although she came to Wati alone, and prepared to brave crypts with no one at her side, she has quickly realized that to be taken seriously she needs to be working with an adventuring band. After some searching, she's found her fellow adventurers here, and is now prepared to enter the lottery for tombs to explore with high expectations.

I have some experience in PbP games and will by happy to provide any input that you're looking for, though I'm inclined to let the GM run the game they want to run rather than try to guide too much.

If you have any questions please do ask! Thanks for the opportunity to submit a character!


Congratulations and good luck to everyone heading into the Reach! Sounds like you'll need it!


Well, good luck to everyone! It should be a fun run for whoever is chosen!


I am still here and interested! As far as working with another ratfolk that would be cool (though sadly I don't expect to take much advantage of swarming with a range focused party member,) but I think that our backstories are divergent enough that we're going to be from different parts of the world, and are going to be meeting for he first time when being selected for the expedition.


Well, with the default common gun rules they're 25% of their normal cost, but that's still 250 gp for a pistol and 500 gp for a blunderbuss, as examples. The cheapest that's listed is the dagger pistol at 185 gp (well, other than the fire lance which has some significant issues.)

Silvered light weapons on the other hand just add 20 gp to the cost. Unless there's a plan to change those prices up I'm not sure that I see the cost advantage of the guns.

I do have the cost of the silvered weapon factored into the build (silvered dagger is just 22, kukri was going to be 28,) as well as the cold iron (which doubles the cost.) The ancestral weapon feat doesn't give preclude needing to purchase it so far as I can tell.

Again, if the intended prices should be different then I could easily be priced out of them and that would be fine, I'll adjust to whatever economy we're looking at.


OK, I can see that. Would having a silver dagger offhand (not going with the more exotic kukri,) be more than you'd want us to start with or would you rather we not have silvered weapons at all to open things up?

In either case I'll scale back to a single cold iron kukri for the trait and wield something simpler in my offhand to start (most like a dagger, silvered or not.)


Yeah, I can live with that, though for the silver weapon I was using the Alchemical Silver property which, like cold iron, doesn't say anything about needing to be masterwork. It also does one less damage, so not having that isn't awful, thought I'd still like it for the variety if it was possible.

For the masterwork status down the line I was going to either have to retire the weapons (which isn't a huge deal after level 3, though for in character purposes I'd rather not,) or get someone to cast Masterwork Transformation on them, probably a cleric, and themed as blessing them to start to bring out their true potential if possible. I'd enjoy developing the two weapons to be part of character development, though of course that's all up to whether that sounds like something you would want to work into the story at all.


NG Ratfolk Unchained Rogue (Knife Master) here, looking to move to Paladin (Holy Tactician) and then Slayer (Vanguard) over time. I'm a kubi, a member of a fairly secret society of Ratfolk who worship Kubiven, dedicated to destroying evil where they find it using stealth and whatever other means are necessary. I plan on playing with essentially paladin moral restrictions from the start as Tamnec knows that's the path he's bound for.

The two things I know I'll need to check for character creation are the Monster Hunter trait (campaign trait taken from Rise of the Runelords, but which seems appropriate for this setting,) and whether it's OK to modify the Heirloom weapon trait to allow for a pair of starting Kukris instead of just one to get that weapon proficiency with both (they're the weapons that Tamnec's grandmother used as a kubi, one cold iron kukri and one silvered kukri.) It won't actually matter once I get to level 4 and the paladin martial weapon proficiency kicks in, but I thought it made a nice part of the backstory for now.

Let me know if anything else here looks like it would need a tweak, otherwise I look forward to delving into a world of horror with a brave band of adventurers!