Tablark Hammergrind

Tovar's page

68 posts. Organized Play character for Jon A.


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Grand Lodge

"Did somebody say anarchy? That's my specialty! Let me get a drink, then point me in the right direction. I'm ready to go!"

Tovar is a Standard Mode Cleric of Cayden Cailean, level 1. He's got a pretty well developed back story. Let me know if you want anything else.

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

Thanks for the game, everyone.

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

Aye, Lander comported himself well, such that the blessings of the Accidental God were conferred upon us. Under the proper tutelage, he will grow into a proper lord. I suggest someone with a strong sense of discipline.

As to this letter, it appears there are some in area who do not have your family's best interests in mind. It is probably best to have the local authorities deal with this matter, rather than have us outsiders stirring up trouble. We would be happy to convey what we know to the local sherrif.

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

Tovar moves up again, and taps Aryn on the shoulder this time, conveying Cayden's blessing on her.

Same thing. For 1 round, the target gains a +1 enhancement bonus to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks.

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

Tovar moves up to support Starlene. He reaches over and touches her shoulder, after which she feels a surge of strength run through her body.

For 1 round, the target gains a +1 enhancement bonus to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks.

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

PFS#128040-1

Day Job (Brewer): 1d20 + 7 ⇒ (15) + 7 = 22

PM for email

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

No, no, no, kid, you've got it all wrong. The way they will tell the story is that you recruited a group of outsiders because you didn't know who you could trust. The bandits had likely intimidated or corrupted many of the locals, and only people not from the area would be objective. You then lead them into the forest after the criminals. You obviously took on the most dangerous job yourself, scouting out the situation alone ahead of the rest of us. You then created a distraction that split the bandit group in two so we could defeat them easier. And your brilliant planning obviously worked.

You realized they weren't done with the townsfolk, even targeting your mentor. So you hightailed it back to town, where you set up a cunning trap. We'll go back, lure them in, and capture the lot of them. The town won't stop talking about it for weeks.

When Lander looks away for a moment, Tovar makes a face and rolls his eyes.

Look, I'm a priest of Cayden Cailean, so I know a thing or two about bravery. And this has the makings of a classic tale of valor. Now why don't we head back to town and you can plan that trap?

Diplomacy (or Bluff): 1d20 - 1 ⇒ (3) - 1 = 2 Well, I tried.

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

Tovar studies the young noble with a somewhat perplexed look on his face.

Starlene is right. I think we dealt with the bulk of this group of bandits. You go tromping around the countryside, you'll just end up exhausted without accomplishing much. Plus, I think the others are on to something. Marek's mixed up in some sort of scheme, whether willingly or not. If we can help him out of it, better sooner than later.

Eyeing the bite wound he received from the wolf woman, he breaks out one of his flasks of whiskey. He 'sterilizes' the wound with a generous pour from the flask, and then takes a deep swallow.

Besides, I need someone to take a look at this bite. I've heard nasty things about injuries inflicted by werewolves. Here, take a swallow and pass it round. Get Cayden's blessing on us.

He hands the flask off to Lander.

Heal: 1d20 + 7 ⇒ (7) + 7 = 14 So what has he heard about werewolf bites?

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

Tovar pulls out a wand, and uses it to heal up the party.

CLW (Aryn): 1d8 + 1 ⇒ (4) + 1 = 5

CLW (Tovar): 1d8 + 1 ⇒ (8) + 1 = 9 Two charges used.

I'm guessing there are going to be consequences from the bite, though.

What's that noise?

Tovar moves cautiously to the opening of the tent.

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

Aid Another: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18

When the wolf woman leans in to bite Tovar, it gives him the opportunity he needs. As he's bitten, he grabs the woman's arm and pulls her off balance slightly, allowing Aryn just a little advantage.

Aryn gets +2 to her next attack roll.

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

Tovar will move over, keeping the wolf woman between himself and Aryn.

Aid Another: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7

Apparently, the dice roller doesn't like me.

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

Well, that isn't working. Let's try this.

Aid Another: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9

I guess that's not going to work either.

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

Tovar steps up to the wolf-woman, keeping the opponent surrounded.

5 ft step to the west.

He hauls off and swings his hammer at the foe.

Warhammer: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16 +2 for flank
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

Tovar takes a wild swing at the wolf-woman.

Warhammer: 1d20 + 2 ⇒ (6) + 2 = 8

Follow up with a 5 foot step to the north.

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

Tovar moves up and draws his hammer.

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

Tovar raises his holy symbol and mutters a few words.

Cast Bless. +1 to attack rolls and saving throws vs fear for everyone in the party.

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

Not being especially stealthy himself, Tovar follows Aryn and Ashara around to the NE side of the camp.

Stealth: 1d20 - 4 ⇒ (17) - 4 = 13

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

This doesn't sound good. I doubt Dame Lebeda will look favorably on the Pathfinders if we let her son get turned into a werewolf. We should probably try to find their main camp. Although I suggest a bit of caution until we figure out what we're dealing with.

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

I vote capture one and hand wave.

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

@Ashara, I used the Guidance in my last attack. I guess I should have called it out, but I didn't forget about it.

Tovar will activate Agile Feet for another round, and move to cut off the bandits' retreat.

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

Free action - activate Agile Feet - ignore all penalties for difficult terrain.

Then Tovar will charge the man with the bow.

Attack: 1d20 + 2 + 2 + 1 ⇒ (19) + 2 + 2 + 1 = 24
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

Tovar draws his hammer and moves up with Aryn.

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

There's nothing wrong with trying to emulate your heroes. Although I agree. I don't think his mother would appreciate his being beaten in battle by a bandit lord.

Survival(Untrained): 1d20 + 3 ⇒ (9) + 3 = 12
Perception(Untrained): 1d20 + 3 ⇒ (2) + 3 = 5

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

Seeing the others step forward to question the smith, Tovar will hold his tongue for the time being. However, he will look over the goods offered for sale.

Perception: 1d20 + 3 ⇒ (19) + 3 = 22

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

A disheveled dwarf that smells faintly of sour beer sits in one of the chairs, swinging his legs back and forth as he waits. He listens intently to Dame Lebeda's story and request.

Right. So, who is this Baron Aldori? And, do you know any of his associates who might be able to point us in the right direction? That should get us started. Once we find your son, it shouldn't be too hard to get him sorted out and pointed in the right direction.

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

.

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

Whoa, this is most excellent! I will strive to uphold the tenets of the Pathfinder society to the best of my ability. Come. We must go perform the sacred celebration rites of Cayden Cailean! And since we're celebrating me, that means you're buying. Although, since you are not one of the devout, we don't have to stick to the letter of the ritual. Wait, where are you going? Let's go have a drink...

I always knew that guy was a godless heathen. Oh, well, I won't scorn the sacred rituals of my god. To the tavern!

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

Not only does Tovar not keep anything secret, he tells her more than she probably needs to know.

Day Job - Profession(Brewer): 1d20 + 7 ⇒ (16) + 7 = 23

PFS#128040-1

Email via PM.

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

Cayden's holy beer stein! Are you OK Janira? That beast really walloped you good.

We found some pretty interesting stuff in the cave. It looks like it used to be a shrine to Aroden, in all of his many roles. There is this really neat miniature city built next to a pool of water. If you move the bits and pieces around, Aroden will confer his blessings on you. And then there was the gillman. We had a nice conversation, and he traded me this wand for a old cloak I found. Nice guy. Anyway, the gillmen have been making a pilgramage to the shrine to worship. I don't think they are a threat. Although, we ran into a few that never made the journey back. Those were not so friendly. But we took care of them. And then the cave lead out here and we found you.

Spells

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

Whoops. I just realized I messed up the rolls on the CLWs. Should have been d8s, not d20s. Here are corrected rolls.

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

Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

This one I've got. Just make sure that minotaur doesn't come back.

Tovar pulls out the wand of cure light wounds, and uses it on Janira.

Cure Light Wounds: 1d20 + 1 ⇒ (2) + 1 = 3

Cure Light Wounds: 1d20 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

Tovar will chase after the rest of the crowd, and will draw the wand of shield of faith as he goes. He actually moves pretty good for a dwarf. He's not going to engage the minotaur, but wants to get into touch range of the front-liners so he can start using the wand.

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

Initiative: 1d20 ⇒ 14

Yikes! That does not look good.

Raising his holy tankard, Tovar shouts:
Cayden Cailean! Bestow your blessing on your humble servants so we can crack some skulls!

Tovar casts Bless on the party.

Bless:
Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

Undead gillmen. What a nasty business!

Tovar will follow behind the others, moving towards the light.

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

I'm going to post now, but put my action in the proper sequence of events.

Tovar steps forward and raises his holy symbol in his hand.

In the name of Cayden Cailean, I demand these foul spirits return from where they came!

Channel positive energy, DC 10 will save for half damage

Channel damage, zombie A: 1d6 ⇒ 5
Channel damage, zombie B: 1d6 ⇒ 4
Channel damage, zombie C: 1d6 ⇒ 2

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

That is fascinating!

Tovar will scribble some notes in his notebook about what we found.

We will let you get back to your quiet contemplation and leave you in peace. Thank you for sharing this important shrine with us.

Unless somebody else wants to try something, I don't think there is much else here. I say we move on.

Let's see, left or right? I vote left.

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

That is incredible. I felt the blessing of Aroden.

To the gillman:So why do the gillmen come to worship at the shrine of a human god? And what are the future plans for this site?

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

Oooh, watch this.

Tovar will grab the plow, and finish the row he was working on. He hums an upbeat dwarven working song as he does.

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

There has to be a farmer in here somewhere. Tovar stands over the model, scanning for a depiction of a farmer.

Knowledge(religion): 1d20 + 7 ⇒ (5) + 7 = 12

Well, this is a human god, after all.

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

A hops yard would be just fine too. I thought there might be a connect to the frescoes we saw earlier. If you see an artist, soldier, or thief, point those out.

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

Thank you for the wand. I hope the cloak comes in handy for you.

Tovar follows the gillman over to the miniature city.

This really is quite fascinating. I wonder if there is any link to the frescoes we found in the other cavern. Let's see, is there a farm field in here somewhere?

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

Oh, hey, this looks a lot like yours. Since we just found this one, I'm not really attached to it yet. Would you like it?

Tovar will remove it and offer it to the gillman.

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

To gillman:Are you looking at this cloak? We found it in the pit in the entrance tunnel. Pretty nice, huh? It was a shame to leave it there. Figured we might get some use out of it.

Tovar gets a puzzled look on his face.

You do speak Common, don't you? Tovar tries a couple of lines in both Dwarven and Gnomish to see if he reacts to one of those languages.

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

To the gillman: Oh, hey, I didn't see you there. How are you this fine day? Have you seen this thing? He points towards the miniature city. There's a lot of intricate detail in this thing. Did you build this?

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

Yuck! Those bugs always give me the creeps! Ooh, but look at this! Wow, a miniature city. Someone must have spent a lot of work on this.

Being careful to avoid the centipedes, Tovar ambles over to stare at the miniature city.

I wonder what all the tiny bits are for?

He will pick up some of the coins and loops of string and examine them more closely.

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

Soldier, artist, farmer, and thief. Seems this Aroden character couldn't hold a steady job. Let's see what else we can find in this cave.

Tovar follows Konnief down the passage.

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

We've got Aroden as a soldier, and as an artist. I bet these others are aspects of Aroden as well. Let's see what we've got.

Tovar will move down the passage and study the remaining frescoes.

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

We've got another one down here. I'll make rubbing of this one.

Know(religion): 1d20 + 7 ⇒ (12) + 7 = 19

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

Hrm. Well, I can't figure any of this out.

Once the group is done making notes, he heads further down the tunnel.

Grand Lodge

Male Dwarf Cleric 1; HP 10/14; AC 15 (T 10, FF 15); Init +0; Fort +4, Ref +0, Will +6; Per +3

Interesting. I wonder if we can make out anything useful.

Perception: 1d20 + 3 ⇒ (14) + 3 = 17

Is this the kind of thing we're supposed to be writing down?