Iron Dragon

Werpfoil the Cunning's page

26 posts. Alias of Patrick McDade.


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Kobold Witch 1 LN Small Humanoid (reptilian) HP: 8 | AC 10, T 10, FF 10 | F +1, R -1, W +2 | Init +3 (-1 w/o Familiar) | Perception +0

Shaking his head at the foolish wolf-rider, Werpfoil follows Krik cautiously along behind the illusion. "No wonder the wolf-rider wasn't sent along on the earlier raid... his delusions of granduer and an inability to work with others do not bide well for our success."


Kobold Witch 1 LN Small Humanoid (reptilian) HP: 8 | AC 10, T 10, FF 10 | F +1, R -1, W +2 | Init +3 (-1 w/o Familiar) | Perception +0

"Or else what? Will you sick your wolf on us? Will you draw blade against us? If you are a traitor to our tribe then attack us and get it over with. If not, then stop acting as if you have a right to lead here. We are a group of equals, all beholden only to the Chief. We all share the same mission. The enemy is down there, in that tree - unless you are a traitor, then the enemy is here and we outnumber you three to one."

With that, Werpfoil calmly watches the larger kobold.


Kobold Witch 1 LN Small Humanoid (reptilian) HP: 8 | AC 10, T 10, FF 10 | F +1, R -1, W +2 | Init +3 (-1 w/o Familiar) | Perception +0

Agreed Sezzen... will be interesting. Of course if we become paralyzed by indecision it will be bad.

I think we're waiting to see what happens to our "scout" now...


Kobold Witch 1 LN Small Humanoid (reptilian) HP: 8 | AC 10, T 10, FF 10 | F +1, R -1, W +2 | Init +3 (-1 w/o Familiar) | Perception +0

"Sezzen, we must assume that Yresk will return and report what he has learned. I doubt even he is foolhardy enough to assualt the tree on his own."


Kobold Witch 1 LN Small Humanoid (reptilian) HP: 8 | AC 10, T 10, FF 10 | F +1, R -1, W +2 | Init +3 (-1 w/o Familiar) | Perception +0

Werpfoil shakes his head sadly at Draahzin's command. "No. Better we wait for Yresk to succeed or fail then to march off and fight on multiple fronts. Draahzin, you are a great warrior, but you are not Cheif. You do not command here, we are a team of equals who must work together."


Kobold Witch 1 LN Small Humanoid (reptilian) HP: 8 | AC 10, T 10, FF 10 | F +1, R -1, W +2 | Init +3 (-1 w/o Familiar) | Perception +0

Nodding to Draazhin, "Sound tactis as I would expect from a reknown warrior such as yourself. You will surely be a great military advisor to the chief some day. I would suggest, however, that we wait for our goblin-addled companion to either spring a trap or return to us before we move on..."


Kobold Witch 1 LN Small Humanoid (reptilian) HP: 8 | AC 10, T 10, FF 10 | F +1, R -1, W +2 | Init +3 (-1 w/o Familiar) | Perception +0

Nodding at Skoll, Werpfoil adds, "Yresk is acting with the chaos of a goblin. We cannot let him risk the mission. If he returns, we will speak with him. If he is caught out alone against the enemy, we cannot let this mission fail by charging into combat like goblins. He will be on his own. We are Kobolds, we act with thought and order, working together. That is our strength." Seeing Sezzen tense, the mystic adds, "Sezzen, we must use tactics for they are many and we are few. If one charges alone, the one is lost like a foolish goblin. If we work together as Kobolds, we may be victorious."


Kobold Witch 1 LN Small Humanoid (reptilian) HP: 8 | AC 10, T 10, FF 10 | F +1, R -1, W +2 | Init +3 (-1 w/o Familiar) | Perception +0

Werpfoil listens to Draahzin respectfully then responds in an even tone, "You have more experience fighting than I, however, there are likely many more mites than we could reasonably fight all at once, no matter what our skill Draahzin. Thus, I would suggest the last option, trying to fight them a few at a time, possibly with hit-and-run tactics."


Kobold Witch 1 LN Small Humanoid (reptilian) HP: 8 | AC 10, T 10, FF 10 | F +1, R -1, W +2 | Init +3 (-1 w/o Familiar) | Perception +0

"If he was still awake, he would be worth questioning. As he is now, he will merely be a waste of resources and effort."

With that Werpfoil expands his massive dragon jaws and tears out the Mite's throat. Coup de Grace Full Round Action: 2d4 - 2 ⇒ (2, 2) - 2 = 2 With that, the Kobold turns to follow the trackers towards their goal.


Kobold Witch 1 LN Small Humanoid (reptilian) HP: 8 | AC 10, T 10, FF 10 | F +1, R -1, W +2 | Init +3 (-1 w/o Familiar) | Perception +0

Assuming the misfortune succeeded, Werpfoil will cackle to keep it going through the interaction.


Kobold Witch 1 LN Small Humanoid (reptilian) HP: 8 | AC 10, T 10, FF 10 | F +1, R -1, W +2 | Init +3 (-1 w/o Familiar) | Perception +0

Glaring at the audacity of the mite, Werpfoil concentrates to bring his powers of unluck upon him. "It would still be good to take him alive for questioning... but he may have sealed his own fate."

Misfortune Hex

Initiative if needed: 1d20 + 3 ⇒ (17) + 3 = 20


Kobold Witch 1 LN Small Humanoid (reptilian) HP: 8 | AC 10, T 10, FF 10 | F +1, R -1, W +2 | Init +3 (-1 w/o Familiar) | Perception +0

"It would be better to question him before he is silenced forever, especially as he seems to have alluded to our missing Idol. I agree that we should scout around the area, but it appears that his friends were merely cowards and abandoned this one."


Kobold Witch 1 LN Small Humanoid (reptilian) HP: 8 | AC 10, T 10, FF 10 | F +1, R -1, W +2 | Init +3 (-1 w/o Familiar) | Perception +0

Werpfoil's draconic fangs are revealed into a dark smile as he sees the Mite's fate. He says in Draconic, "Well then... this is fortuitus. Just as we need information as to the fey scum, one of our enemies falls neatly into our hands."


Kobold Witch 1 LN Small Humanoid (reptilian) HP: 8 | AC 10, T 10, FF 10 | F +1, R -1, W +2 | Init +3 (-1 w/o Familiar) | Perception +0

perception: 1d20 ⇒ 3


Kobold Witch 1 LN Small Humanoid (reptilian) HP: 8 | AC 10, T 10, FF 10 | F +1, R -1, W +2 | Init +3 (-1 w/o Familiar) | Perception +0

"I suggest that we travel during the dark hours, out of the brigtness. We can find hidden camps to pass the bright hours, avoiding the eyes of the surface-dwellers." Werpfoil suggests as the group makes their plans.

Keeping towards the middle of the group, Werpfoil sets off for the long journey. Dragon walks along with him, often wandering around his ankles and between his legs but never in such a way as to trip him up. The kobold makes pleasant conversation with his companions as they trave, trying to establish friendships and learn the strengths among the group.


Kobold Witch 1 LN Small Humanoid (reptilian) HP: 8 | AC 10, T 10, FF 10 | F +1, R -1, W +2 | Init +3 (-1 w/o Familiar) | Perception +0

Is the journey such that we would need to bring extra rations to make it there and back?


Kobold Witch 1 LN Small Humanoid (reptilian) HP: 8 | AC 10, T 10, FF 10 | F +1, R -1, W +2 | Init +3 (-1 w/o Familiar) | Perception +0

Grinning broadly and showing his dragon fangs to Draahzin, Werpfoil laughs at the apparent joke and wanders of to gather his gear for the journey and conflict.


Kobold Witch 1 LN Small Humanoid (reptilian) HP: 8 | AC 10, T 10, FF 10 | F +1, R -1, W +2 | Init +3 (-1 w/o Familiar) | Perception +0

Werpfoil bows before the chieftan, turns to his companions. "Let us make ready to slay our enemies then."


Kobold Witch 1 LN Small Humanoid (reptilian) HP: 8 | AC 10, T 10, FF 10 | F +1, R -1, W +2 | Init +3 (-1 w/o Familiar) | Perception +0

Sensing the reluctance and humility of the kobold mage, Werpfoil walks over to him and speaks loudly enough for the group to hear, if not the community. "Krik', I for one will be honored to travel with you. It is known that your arcane skill surpasses my own and your wit is as sharp as any blade you might carry. We will journey forth proudly and return victorious over the hated Mites. It will take all of our combined skill to do this, but do this we must - for there is no other way."

Werpfoil leaves his hand on the mage's shoulder as he looks to the chief for his response to the many questions his new companions have asked.


Kobold Witch 1 LN Small Humanoid (reptilian) HP: 8 | AC 10, T 10, FF 10 | F +1, R -1, W +2 | Init +3 (-1 w/o Familiar) | Perception +0

Skoll is wize to not simply rush off to combat as did Ipmula and the others, rashly hoping that their rightous anger would prevail without preparation. It will be good to have him with me. Nodding at Skoll, Werpfoil agrees, "Answers to these questions will aid us in our quest."

As Dragon wanderes around his ankles hissing at a beetle, he turns to face the Chief, "My friend Skoll may not wield metal, but the mighty Sezzin and Draahzin do, as does the crafty Skoll, and so I will ask... As we ready for the journey does the tribe have any weapons of cold-iron that we might wield against the mites to burn and rend their unholy flesh with? And do we have any maps or knowledge of their lair?"


Kobold Witch 1 LN Small Humanoid (reptilian) HP: 8 | AC 10, T 10, FF 10 | F +1, R -1, W +2 | Init +3 (-1 w/o Familiar) | Perception +0

Excited to get started. This is my first Kingmaker campaign and the kobold angle looks to be a lot of fun.


Kobold Witch 1 LN Small Humanoid (reptilian) HP: 8 | AC 10, T 10, FF 10 | F +1, R -1, W +2 | Init +3 (-1 w/o Familiar) | Perception +0

Standing tall and proud among his peers, Werpfoil smiles warmly as he steps forward - nodding to friends and allies - as if this honor was shared by them all.


Good luck to all!


Werpfoil's profile is now ready. Looking forward to seeing how the tribe comes together.


In application: Serella the Forlorn a self-outcast elven magus.

Stats:

Sterelin the Forlorn
Elf Magus (Bladebound) 1
LN Medium Humanoid (elf)
Hero Points 1
Init +4; Senses low-light vision; Perception +2
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 8 (1d8)
Fort +2, Ref +4, Will +2; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
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Offense
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Speed 30 ft.
Melee Scimitar +4 (1d6/18-20/x2)
Ranged Longbow +4 (1d8/x3)
Magus (Bladebound) Spells Prepared (CL 1):
1 (2/day) Color Spray (DC 14), Grease (DC 14)
0 (at will) Spark (DC 13), Acid Splash, Daze (DC 13)
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Statistics
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Str 11, Dex 18, Con 11, Int 16, Wis 10, Cha 7
Base Atk +0; CMB +0; CMD 14
Feats Extra Arcane Pool
Traits Brigand, Magical Lineage (Shocking Grasp)
Skills Acrobatics +2, Climb +2, Escape Artist +2, Fly +2, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (planes) +7, Perception +2, Ride +2, Spellcraft +7 (+9 to determine the properties of a magic item), Stealth +2, Swim +2 Modifiers brigand
Languages Common, Draconic, Elven, Orc, Sylvan
SQ arcane pool (+1) (6/day), elven magic, hero points, spell combat
Other Gear Chain shirt, Arrows (20), Longbow, Scimitar, Backpack (11 @ 22 lbs), Bedroll, Blanket, Canteen, Cooking kit, Silk rope, Spell component pouch, Spellbook, Trail rations (5), 25 GP, 8 SP
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TRACKED RESOURCES
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Arcane Pool (+1) (6/day) (Su) - 0/6
Arrows - 0/20
Trail rations - 0/5
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Special Abilities
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Arcane Pool (+1) (6/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Brigand +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, theives, bandits, etc.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Lineage (Shocking Grasp) A chosen spell counts as 1 level lower when metamagic feats are applied to it.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
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Spellbook
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0 - Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark
1 - Color Spray, Grease, Shield, Shocking Grasp, True Strike, Vanish

Background:

Once life appeared to be a joyous event for Serella Aeasieryn, living as a young maid amongst her family deep within the private enclave of the elves of Kyonin. She was a quick study at magic and fencing and fancied herself an adventurer like those heralded in song and legend among her people. From birth, Serella was certain that she was destined for greatness, and that little could disrupt her idyllic life. Unfortunately for the elven maid, fate had other plans.

A little more than ten years ago, Serella thought she had her opportunity for grand adventure. She and several members of her close family were travelling in a caravan to negotiate trade in the elven wines that her clan was famous for. Serella begged to be allowed on the journey, though some thought her too young and naïve for such a journey. Pledging to obey and do all that she could to earn her keep, Serella played upon her place as a favored daughter and was allowed to join. She was given simple tasks for the most part, really more of a passenger than a participant in the caravan, and as she realized this she planned on working to find adventure within the relatively boring journey. Feeling that her fencing and magic were more than enough, she decided that she should be among the guards who kept watch over the caravan. To fulfill this flighty fantasy, Serella went so far as to spike the wine of one of her cousins who was to stand watch over the caravan while it camped. He was woozy and tired after drinking the fortified wine, and Serella convinced him that it would be better if she took the watch for him – promising to tell no one while he slept it off.

Serrella took his post a ways out of the caravan to watch for dangers, responsible for the southern approach. At first she was excited and enchanted by the adventure of being on watch, but soon the reality that watch is quite boring took effect and she eventually nodded off to sleep herself. Tragically, she awoke to the sounds of battle north in the camp. Frightened, she crept north to see a band of marauding bugbears massacring her family and companions, and the obvious trail showed they approached right under her hiding post while she slept. Seeing the destruction, Serella froze – unable to act and knowing it was already too late. She stayed hidden in a thicket until the morning when she explored the carnage that was once her family.

The joyous elven maid died inside. She blamed herself for the death of her kin, and rightly so. Serella wandered without aim for several years – unable to deal with what she brought upon herself and her loved ones. Her care-free attitude, deceit, and arrogance resulted in the destruction of all she held dear. She imagined that she was presumed dead with the rest of the caravan, and she avoided all elven settlements lest they learn of her shameful survival. Years she wandered, empty and self-pitying until one day a wandering priestess of Iomedae took notice of her and took her in.

Serella finally faced what her careless frivolity had brought upon herself and her family, telling the harrowing tale to the priestess as if finally confessing the deed to cure the emptiness inside of her. When she was finished, she looked to the priestess, expecting loathing and judgment – but instead found care and understanding. The priestess showed Serella that it was a lack of strength of character – honor- that had led to her tragedy, and she could overcome her loss only by learning from the mistake. Serella followed the priestess and learned of Iomedea’s path of honor and began her life anew with honor as a central tenant. Recently, Serella became focused and self-aware enough that she split off with the priestess – living a life of strict honesty, honor and valor. Since then she has been looking for a quest or goal to strive towards, and her wanderings have led her to Brevoy.

As fate would have it, trouble wasn’t done with Serella, however. Serella happened upon an apparent robbery of a woman by two men on the streets of Restov. She intervened with spell and sword, wounding one of the assailants and sending both running. Unfortunately, it turned out that one of the young men was connected to House Surtova and the woman was a prostutite who they claimed had cheated her. Serella stood by the statement that the two men were accosting the women and asked for charges to be filed against them, but the connections of House Surtova proved to be too strong and Serella was instead jailed for assaulting the lordling.

One of the guard captains was a follower of Iomadae however, and seeing the symbol on Serella’s told her of a recent calling he heard of. The king was looking for adventurers to tame the harsh Stolen Lands and pardons were being given to those who would aid in the quest. Serella dreaded the trial that she would have to face, knowing that the lies of the lordling would be believed over her truths, and the pardon would return her to freedom in an honorable fashion. At the guard’s instruction, Serella wrote to the King and asked to be allowed to join in the quest to civilize the Stolen Lands. When the letter was sent, Serella was immediately certain that her request would be granted and that this was the purpose she had been searching for. And so she sets off on a quest to tame the wildlands that had taken her family, atoning for deeds done, and a chance to live with honor, justice and valor.

Description:
This elven woman’s features are harshly angled and her hair is cut short in the fashion of a soldier or laborer. A grim visage has worn severe lines in the otherwise youthful looking face, with her lips constantly pulled in a taught, emotionless line. Within the features can be seen a glimpse of elven loveliness, the shadows under her eyes and grim visage of emotions destroy any illusion of beauty. What remains appears to be a woman of efficient stoicism, with her equipment well cared for and weapons sharpened and oiled. A strong sense of utility, and a severe manner project from her and her hand frequently rubs the edge of the bladed holy symbol of Iomedae that she wears as a broach, the lone decoration in her appearance. A close look shows that there are cuts on her fingers and hands, possible from gripping the sharp edges of that holy symbol too closely.

Personality:
Abrupt, harsh, and prickly can all describe Serella. Honor is all that she clings to, and aside from service, honor and attaining her goal she eschews all frivolity. In some ways it is her way of dealing with her painful past – a penance that requires her to not enjoy the pleasure of the company of others. As such, she is often unpleasantly abrupt and brutally honest. However, she is also fiercely loyal and willing to do whatever it takes to see that her oaths are kept and that honor is served. Thus, while she isn’t the most pleasant companion, she is almost always a valuable one.


Based on Crellan's rolls above, I submit Al'Roque Falrouran.

Still working on background, but the gyst is that wasting disease as a youth left him all but paralyzed - so he spent his childhood reading adventure stories, focused on the pathfinders. Knowing that he would never have strength of body, he studied voraciously, including magic from an early age, to strengthen his mind in hopes that he could someday become a figure such as he read about in his youth.