Harsk

Yâble's page

312 posts. Organized Play character for Gayel Nord.


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The Exchange

Sorry, I will retire. I will need to calm down after the sky key solution.

The Exchange

I have a marchant!!!!!
Player: Gabriel Normandeau (aka Gayel Nord)
Character: Yâble.
Pfs-number 43907-9 (at first core, Now standart
Faction: The exchange
Dayjob: Marchant: 1d20 + 12 ⇒ (8) + 12 = 20
Serpent's Rise Character: Rataji.

The Exchange

"You give money for this and i could go to this core."

-Posted with Wayfinder

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

"Hell no. A greedy dwarf want the whole cake. "

-Posted with Wayfinder

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

Oh potential new customers!says the Dwarf while trimming his beard.

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

Chronicle: 6
History: look at the profile. (He have access to the anti plague
Name: Gabriel Normandeau
AKA: Yable
Faction: Theexchange
PFS: 43907-8
XP: 6
Prestige: 7
Fame: 9
Gold: around 2000 look profile
Day job: Marchand 1d20 + 12 ⇒ (13) + 12 = 25
Spend: none

I can also change for a level 2. Unless I have the 3-4 money.

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

Ok. I sometimes don't read all the word in a sentence so i missed that bit.

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

We didn't averted the crisis? Ok. I suppose fighting was not the option.
And +2 in a dayjob!

That is almost a feat.

The Exchange

lets see if this was profitable to Yâble: 1d20 + 7 ⇒ (8) + 7 = 15

That passad is a real Seraphin.

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

reflex: 1d20 + 8 ⇒ (10) + 8 = 18

Yâble jumps outside the arc of flamme without being hurt. Without he flanks Holy and attacks!

attack with flank: 1d20 + 7 ⇒ (9) + 7 = 16
da: 1d6 + 1 ⇒ (6) + 1 = 7
sneak 1d6: 1d6 ⇒ 5

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

"Nope"
Yâble charges, rapier in hand.

-Posted with Wayfinder

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

"And what a coincidence! We are pathfinders. It almost like we had the mission to save you."

-Posted with Wayfinder

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

Hurt by such a loser question, Yâble replies with sarcasm"No, we are the new guards. This is how we change the guards here."

-Posted with Wayfinder

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

"So, what are those again? They see pretty easy to vainquish."
And Yable attempts to pass through them.
accrobatie + guidance: 1d20 + 9 ⇒ (1) + 9 = 10oh my god... it really gonna be one of those fight...

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

Yable just jumps into the darkness.

acrobacy: 1d20 + 8 ⇒ (6) + 8 = 14

And get up after been hurt.
damage: 1d6 ⇒ 3

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

Yable is still up.

-Posted with Wayfinder

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

Hum...

Yâble will stay in the place. He doesn't have confidence to those people. His ear are open.

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

Seem we have came to the right place. thinks Yâble.

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

Pass as Marchand searching for venture opportunity and find those missing dwarves with the less violence possible.sighs Yâble.

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

Do you really think something like a dragon could hurt me?answers Yâble, still on top of the nest.

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

Yable aims an arrow at the drake. With a dose of strenght he pulls the cords of the bow and release it.

attack: 1d20 + 4 ⇒ (15) + 4 = 19
dam: 1d6 ⇒ 1

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

Yable looks at the tiny little snake. he is flat-foot right?He kicks the snake outside the crow nest.

cmb: 1d20 + 2 ⇒ (20) + 2 = 22

"That was easy!"

fall damage! and should be enough to take him out of the boat right? his cmd must be pretty low when flat-footed.

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

Yable feel the wind on him.

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

"We would have trouble either way." Says Yâble. "I really like the idea of "passing for prespector marchand" because that who I am!"

-Posted with Wayfinder

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

What the ooc said gm?

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

Middle of the boat, i am. says Yable. And before he has scotch the cloth of permission in the boat.

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

Heu... let's them go? Official thugs are still official.

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

what???realising his bad hearing.

I was thinking that Arsanil didn't want to tie them up! And i was accepting it!!!!

I have read that Asarnil was nodding the jacketed guy. I was in error. sorry.

Yâble climbs down and walks toward the paladin.

Hey... Ignatius right?,he whispers. I need your help. As you see, i am trying to have a trade for one of the two. But.. i am feeling, we are not in a good path. So i know a good face is crucial now. I am aiming to do this with Tamel. So let's try to be the most friendly with him. Ok?

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

Yable just nods his head.

-Posted with Wayfinder

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

Why this paladin is so little armored? He doesn't seem very agile? Thinks Yâble.

-Posted with Wayfinder

The Exchange

We can't hit a thing because of this boat!

-Posted with Wayfinder

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

Receving the bolt, Yâble winces in very quiet way.
He tries to give his best snarky smile while looking at the wolf handler.

Really? That death? You Rasmirian have a strange concept of it. Or maybe it because the will of your god is a taaaaad insignificant.

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

Yâble looks at the paladin\dog food who have been hurt by the wolf.

And that why honor is crap. think the skinny dwarf.

He draw his shortbow and aim at one of who didn't react.

ish.... Those guys are outside my normal range

attack -2: 1d20 + 2 ⇒ (13) + 2 = 15
dam: 1d6 ⇒ 4

steath -20: 1d20 - 12 ⇒ (1) - 12 = -11

-Posted with Wayfinder

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

Yâble looks down for what his happening.

Really this paladin cannot shut his mouth for one second..

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

oh my gosh... I forgot we had a paladin.... He can't lie... I think... Or maybe it is related maybe it a disease.

-Posted with Wayfinder

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

perception: 1d20 + 7 ⇒ (13) + 7 = 20

Seeing that nobody has climb up to the nest, Yable will.

climb or take 10 if possible: 1d20 + 6 ⇒ (1) + 6 = 7

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

"Yup no place like home. So I will follow my lady's proposition"

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

Note:In the standard adventure, I have already played it so this is why I don't take action (event if it was two year ago... very good memory.

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

Those two should take a séance of mediation.

"In [i]my opinion, the boat was already bad idea at start. Those ambassador were in boat. They must be looking for this.

But now, here we are. Those dwarfs were captured because they had no permit. You do not have a direct relation with the dwarves, Tamel. So unless, you are married to this girl, It would be very easy to buy a permit in your name, because you look like those "not touch me prophet of money". "

Looking at metalla, "Or, we could do a fake one or take one from an another boat.

Ether way."

He than trys to do a little chat with Matella wishing to know the latest news in the five mountain kings and to good place to buy good cheese, mushroom and beer in Kerse.

He than talks with the second dwarf to know if he is the baby-sitter of the other NPC and why Tamel is here.

-Posted with Wayfinder

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

Yâble doesn't seem too impress. He tells with flat tone to Temel.

"A piece of bread with cheese and mushrooms on top. And a trade accord."
Looking at the dwarves. "With any of you."

Still i am happy to have buy, this elixir of hiding in Kerse. If an event like last time happen, i am ready
And than he let's the other pathfinder talk.

-Posted with Wayfinder

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

"Hey Birdhead you're from Taldor right?"

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

A skinny dwarf (if we are able to call any dwarf skinny) reads the letter. He also have a second letter into his hands.

Hum, they are giving me a second chance, he thinks. I did find their “keys” after all. It’s Better not screw this

He then read the second letter.

What did he want? Broke a deal for the society or for him? I don’t understand.

And me in that, what is my reward?

He sighs.

At least, he knows quality when he sees it. That is the sign of a great marchand.

”So like it seem, missy. I am Yâble. Need anything? I will sell it.”

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

Thanks, you two, I wish you the same. English is not my primary language, but I am doing the best I can to write correctly.

Some addition about Yâble.

He is using faction card.
He have access to antiplague.

Yâble has received a blâme from the society for attempting to steal from a venture-captain.

The Exchange

Player name Gabriel Normandeau
Character name Yâble lv 2.
Pfs number 43907-9
Alighnment CN
Day job roll if any Profession marchand.
Faction The exchange

From the five king mountain, Yâble has worked in the past as a marchand in Kerse.

Following a "missing item" event, he decided to establish a new store in absalom.

Hearing about the pathfinder society, he decided to join to have more buisness contact and to have a few more item to sell in the shop.

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

dayjob marchand: 1d20 + 7 ⇒ (15) + 7 = 22

-Posted with Wayfinder

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

Me too.

-Posted with Wayfinder

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

"Yeah, yeah. Hey, we have take the star thing. Us. With almost no prestige or fame inside we have done more than a venture-captain or one of the three master."

-Posted with Wayfinder

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

1)skill
2) resilience

-Posted with Wayfinder

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

We're good.

-Posted with Wayfinder

The Exchange

m Dwarf init +9, perception + 11; +1 if trap; +2 if there something unsual in stone (trap or secret door) The dm roll then. "marchand" level 2. AC 17, 27/27hp; Fort +3, Ref +6, Will +3; +2 spell, spell-like and poison

Bloody penny! This thing is two fast for me. Better hit this second thing.

Yable come close the elemental and thrust him.

attack bless: 1d20 + 6 ⇒ (18) + 6 = 24
damage: 1d6 + 1 ⇒ (6) + 1 = 7

-Posted with Wayfinder

Special Abilities

Occasionally whistles