Ratfolk Troubleshooter

Welby Dardragon's page

48 posts. Alias of Jman72.


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Congratulations and happy gaming! Give those giants hell. Thank you for the opportunity to apply!

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Checking in

Welby climbs up on a stool to listen to the female Dwarf's story.

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Welby is eye to eye with the Halfling. He closes his eyes and grins as his chin is rubbed, "That is true Cham. I'm probably not good for it anyway. It has been quite some time since I had a good find. My coin purse is wanting." He laughs loudly at Ragnir's words, "Some knickers drop sooner than others. None as fast as Calistria's Priest's though. In that, you spoke correctly!". His eyes darken. "Why all this talk about Giants? They are a nasty lot. Got boogies larger than a man. They ain't afraid to eat them either..."

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Welby grins at the Halfling, "Now you know I am one artifact away from being rich Cham...I don't guess you could put it on my bill?..." He throws his leather backpack over his shoulder and walks over to the female dwarf. He reaches for her hand. If she offers it, he kisses it lightly. "The name is Welby and of course you are welcome to attend, this is the highlight of the year in Trunau! A chance to show off how domesticated this small metropolis has become." He reaches into his cloak and mutters some words in Draconic. He removes a tattered rose prestidigitation and hands it to the female dwarf.

"Does anyone know which games they will be playing this year? If it is a drinking game, I put my silver on the big guy who needs the chest at the end of his bed to sleep Kaos. I bet there isn't a Dwarf in here who can out drink him!" To those with keen eyes, a spell component pouch is visible hanging from Welby's belt. It is inscribed with runes.

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Sitting at a table over to the side of the tavern with a group of merchants, a ratfolk wizard lifts his wine glass to join the toast. "Here. Here. Finest tavern in all of Trunau!" He looks somewhat out of place at the table though, dressed in a weathered grey cloak. A leather backpack leans against his chair. He places his glass back on the table and picks up a set of bones to throw. "Not even Desna can help you gentlemen now!" The dice end on double skulls. He looks up at the ceiling and raises his arms, "Thank you gracious Abadar..." He looks back at the other gamblers, "and thank you kind sirs!" He rakes in the coins and stands up. "Enjoy the Festival."

Welby is relatively well known to the locals of Trunau as a merchant of unique artifacts. He travels to Trunau four of five times a year with a caravan. Rumors abound that the ratfolk mage is originally from the area, but no one knows for sure. He turns to the charming Halfling proprietor, Cham. "What is the chance we could have one of those kegs of Ragnir Redblade's finest delivered to the Festival? I'm sure these charming Dwarves would spew the putrid ale they pour in the square." Welby looks at the Dwarves gauging their response with a smile.

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Shalafi2412 wrote:
Welby, you will need a little bio as well as a god if you are going to be casting spells.

I will work that up tonight. Like KD, I am brushing up on summer of Chaos info to help with the background.

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Can everyone take two pathfinder traits then?

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Shalafi2412 wrote:
WOW! How did you do it? Did you use the Race Builder?

No...I just hand edited him once I copied the build onto the site. It was still much easier than doing it all by hand. The kender class is so much like the hafling class in pathfinder that I only had to make minor changes.

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Shalafi2412 wrote:
Welby, did you do that on hero lab?

Yes and then made the adjustments to differ between the halfling and kender class. Switched the halfling sling staff for the hoopak. Look OK?

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Kender Urban Ranger/Guide Build:

Kender Ranger (Guide, Urban Ranger) 1
CG Small Humanoid (kender)
Init +4; Senses Perception +8
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Defense
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AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex, +1 size)
hp 12 (1d10+1)
Fort +4, Ref +7, Will +3; Immune vs. fear
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Offense
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Speed 30 ft.
Melee Kukri +3 (1d3+1/18-20/x2)
Hoopak +3 (1d4+2/x3)
Ranged Hoopak +6 (1d6+1/x3)
Special Attacks Ranger's Focus +2 (1/day)
Ranger (Guide, Urban Ranger) Spells Prepared (CL 0, 3 melee touch, 6 ranged touch):
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Statistics
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Str 12, Dex 18, Con 13, Int 12, Wis 15, Cha 13
Base Atk +1; CMB +1; CMD 15
Feats Point Blank Shot
Skills Acrobatics +5 (+1 jump), Climb +6, Disable Device +9, Escape Artist +3, Fly +5, Knowledge (local) +5, Perception +8, Ride +7, Slight of Hand +6, Stealth +11, Survival +6 (+7 to track), Swim +0
Languages Common, Dwarven, Halfling
SQ Fearless, Track +1, Wild Empathy +2
Combat Gear Bullets, Hoopak, Kukri, Studded leather armor; Other Gear Backpack (5 @ 4.41 lbs), Bedroll, Belt pouch (empty), Chalk, Mug/tankard, Signal whistle, Thieves' tools, Thread (50 ft.), Waterskin
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Special Abilities
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Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Ranger's Focus +2 (1/day) (Ex) +2 to hit and damage focused target.
Track +1 +1 to survival checks to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Normal Speed: Kender have a base speed of 30 feet.
Fearless: Kender are immune to fear, magical or otherwise.
Kender Luck: Kender receive a +1 racial bonus on all saving throws.
Keen Senses: Kender receive a +2 racial bonus on Perception skill checks.
Kender Warslinger: Reload Hoopak as a free action
Lack of Focus: Kender have a -4 racial penalty on all concentration checks. Kender don't necessarily lack magical talent, but their general lack of focus discourages them from pursuing careers in magic.
Nimble Fingers: Kender receive a +2 racial bonus on Disable Device and Sleight of Hand skill checks. Kender can use the trained only aspects of these two skills even if they have no ranks in the skills.
Taunt: Kender receive a +4 racial bonus on Bluff checks to taunt someone.
Weapon Familiarity: Kender are proficient with slings and hoopaks and treat any weapon with the word "kender" in its name as a simple weapon.
Languages: Kender begin play speaking Common and Kenderspeak. Kender with high intelligence scores can choose from the following: Dwarven, Ergot, Elven, Goblin, Solamnic.

Kender urban ranger submission (Archer/Skills Guy). He can handle the rogueish skills and also help when in the wilderness. I didn't see options to take traits, but could I please take the Halfling trait warslinger (or house rule) to load the hoopak as a free action? I could easily take a composite longbow and do the same, but I like the flavor of the hoopak!!! I think this is the perfect fit for the current party. He will RP like a wandering rogue kender. I will get a background together soon! Thank you for the opportunity to apply. I love Dragonlance setting! ~Jman72

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DM Bound Shade wrote:

I'm completely fine with you switching over to playing Teeth from Welby.

Also, I love alchemists. One of my favorite classes. I hate the restriction on Quick Draw not working with alchemical items. Anyone have a clue as to why that's in there?

Thank you. Is everyone else OK with this?

Any tips on building an alchemist DM Bound Shade?

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Raven, Crafter of Shadow wrote:


I had to go look it up. Somehow I missed that. Very interesting. Thanks for that info, Welby, and I apologize for doubting you.

No problem! Thank you for the advice. My first stab at an alchemist so please keep the advice coming.

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Raven, Crafter of Shadow wrote:

I'd try to raise your strength. Alchemical items are your probable go to when your bombs run out, and they have some weight to them. And don't discount PBS and Precise shot. Having two active alchemist characters, one with and one without, I really miss not having it. PBS will raise the min damage on your splash attacks.

Also it's important to note that alchemists don't use spells, they use extracts. So you still would need UMD to use a wand.

Oh, and Holy water. Holy water is good for an alchemist, actually.

"An alchemist can utilize spell-trigger items if the spell appears on his formulae list"

"Wands use the spell trigger activation method..."

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There is nothing I really need from the loot. I'm back in pocket now.

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I'm in Indy this week working. I will be home Sunday and back to posting multiple times daily.

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You have a deal. Here is ten gold.

Does Welby think one of the three can drive the cart?

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Welby bows to the man at the door. Greetings sir. We are here to inquire about renting the cart out here. We respect your privacy and would like the same from you. How could we work this transaction out to be mutually beneficial?

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Hopefully there will be no need to steal one. Welby searches for a cart and driver to lease.

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Welby responds to Raven. Maybe I would be best to go acquire a wagon. The savored sting has gifted me with the ability to make friends quickly. Calendir would you like to come along?

Welby and Calendir (if he is agreeable) head off to procure a wagon.

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Dotted as jman72!

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Works for me to. I kind of got thrown in during the raid. I am looking forward to fleshing Welby out soon!

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Welby walks over and says a quiet prayer. He places his hand on Omoro.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4

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If there is a surprise round an I can act due to the perception check, I'll start inspire courage again.

+1 attack, +1 damage, +1 fear saves

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Perception: 1d20 + 5 ⇒ (11) + 5 = 16

Knowledge Religion on the snake: 1d20 + 5 ⇒ (7) + 5 = 12

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Last round for inspire courage.

Welby loads his crossbow and shoots Natalya.

1d20 + 5 - 4 ⇒ (6) + 5 - 4 = 7
1d6 ⇒ 6

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Aurora Silverbow wrote:

Thanks

1d20+7+1
1d10+2

+1 damage too for the inspire courage

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Stops inspiring, but the effects last two more rounds. Touches Aurora again.

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Welby reaches over and touches Silverbow. Feel the master's luck!

Keeps sermon up and uses touch of luck. Aurora rolls twice on her next attack roll and takes the highest roll.

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Is there an updated map?

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Did anyone add the bonuses from inspire courage?

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Welby begins spurring on his companions.

Inspire Courage: +1Attack, +1 Damage, +1 Fear Saves

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Welby casts guidance on Calendir's perception roll so add +1 please.

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I vote for the hole as well.

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Guys do not forget I have guidance for a +1 to a skill check I can spam.

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Good work. Let's go take care of the beast.

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Welby begins spurring his companions again. (RD2 of 8)

Inspire Courage +1 attacks, +1 damage, +1 vs fear to all allies

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Acrobatics: 1d20 + 3 ⇒ (12) + 3 = 15

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Welby casts light on his whip.

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I will try to climb.

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Aurora Silverbow wrote:

With icy calm Aurora releases the arrow at the bow string, the next one in place at almost the same moment the last sinks to the fletching in her target.

1d20+7
1d10+2

Inspire Courage is up. +1 attack +1 damage

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Welby begins to spur his companions on:

Goblin kind disavows, and thrusts it's pain:
Hell might afford my miseries a shelter;
Therefore hell ever hungering yearns for those who
                           In anger strive
Hard lot! encompassed with a thousand dangers

Inspire Courage: +1 to all allies attacks and damage
Please add it seperately so I can know you remembered to add it. For example, 1d20+7+1. Thanks!

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Welby delays until a creature shows itself.

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Yep.

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Welby moves up with the group staying next to Nadja in the center. He has his scorpion whip in his hand.

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I am ready.

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I was told that you were short a divine caster. I have the unique ability to inspire my comrads in combat, even those as persnickety as you. He grins and bows apologetically to the witch. From the looks of your motley crew, you could probably use my charming personality as well. He looks around and reaches out his arms toward the group with both hands open No offense of course. He puts his hands on his hips and continues I have no problem following orders. Just keep the donations coming. A priest of the most naughty Calistria must be able to support his work of holy service.

I think I like the witch. Thank goodness we were not assigned to a bunch of unexperienced do-gooders.

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Bring it beyatch! Welby ain't scared! ;)

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Welby grins slyly at the witch's warning and bows deeply. I can't speak for these two, but you have nothing to worry about with me. Welby Dardragon miss. Servant of the Savored Sting. He gives Nadja a mischievous look. Pleased to make you acquaintance.