Jump to content
Sheet Folders in Testing ×

About This Game

Transferring from MW to Baldr since I can't keep pretending that I won't have to someday anyway.

Game System

Pathfinder 1e

Detailed Description

When the last Sareltine Emperor died, everyone assumed that the result would be civil war and maybe a new dynasty. Instead, warlords broke the Empire into a myriad of successor states that war across much of the known world, as banditry and savage humanoids become greater and greater threats.

Two of those successor states, Pellia and Vancia, have, to try and keep the fragile peace that neither wants, banned either realm from sending soldiers into the Disputed Lands between them. Unfortunately, that makes the Disputed Lands a haven for criminals, exiles, outcasts, rebels, loners and worse. And trade must still cross this stretch of territory, one way or another.

Predictably, bandits have been attracted to this trade - and now, to keep the peace between the realms, Adventurers have been dispatched to the ruins of an old Imperial Fort, Fort Falcoth to drive the Wolf Brotherhood from their strangling position on a critical trade route.

  1. What's new in this game
  2. after crunching these numbers I definitely don't think the mechanics overcome the roleplay. I'll keep keeper as is
  3. ~ Keeper Anam, Wandering Ascetic ~ Keeper smiles at the return of his companions. "These old and achy bones can surely go for a nice long walk. When would you guys like to depart?" OOC: none Stats Character: , HP: 84/84 Status: Hands: staff Initiative: +3 Perception: +14 AC: 26 Flat: 21 Touch: 22 CMD: 29 FCMD: 24 +2 disarm +2 grapple +2 trip Fort: +13 Reflex: +8 Will: +17 Spell Resist: +13 Evil Outsiders
  4. I felt like stringing out the process to get a lead on Relora felt unnecessary, given the pace of PbP and all. If you ever feel like I'm doing too much with that, as I think I'll try to gloss over some of these things in general, let me know.
  5. There was the Druid Rinthian, who had been tasked by an unknown organization or master to create problems in the Disputed Lands for trade between Kardin and Catrico - noteably the two most friendly fiefdoms on either side of that borderline. Even non-druids would know how to find an Arch-druid, and inquiring with the magically inclined, or the Countess would produce a destination: A hundred twenty-odd miles to the northeast of Catrico, there was the edge of a large forest known as Vintagar's Woods. It was a place that was in much legal dispute in the Kingdom, as various nobles laid claim to parts of it, the Grand Prince had a claim to it, and a powerful circle of Druids had legal documents from the Empire that claimed the Woods were theirs in perpetuity - which nominally meant nothing, but apparently due to some complicated legal precedents after Pellia became an independent realm in the aftermath of the Empire, those documents maybe held water. The Woods had been the site of constant on and off low-burn skirmishing between lords and the Druids and local allies, as well as a legal battle that had been going back and forth through Pellia's courts for the last sixty-seven years. Relora was known to be either a leader, or the leader of that druidic circle, though she'd never been known to speak to outsiders, communicating entirely through lesser druids or sometimes Animals she had granted awareness to by magic - once sending a fox to speak for her circle at a court hearing. (alongside well-paid barristers, of course)
  6. We could if we wanted, and I'm happy to if you like, but I'm not married to it.
  7. KQ, would you be interested in applying the age rules to Keeper? He'd get -6 to STR DEX and CON, and +3 to INT WIS and CHA. Plus you'd get to roll his max age. He's 76 right now. An aasimar's max age is 70 + 2d20, so I guess he might technically already expired lol.
  8. Sharpe - Dog - AC: 28 TAC: 18 FF: 22 CMD: 26 Fort: +8 Ref: +14 Will: +11 HP: 76/76 Narrative: 4 | Perception: +14 "Druids? Betrayal? Were they cooperating with our lovely imperial revanchists before?" Sharpe asked, curiosity piqued by the unstated context of Ne'charri's request. He was not idealistic enough turn down the acquisition of new allies on the grounds of their past ties without due consideration but feeling out the shape of this ill-conceived conspiracy was useful. "Regardless, I'd much rather pursue a fresh lead than attempt to sort through a mountain of old supply receipts for a handful of clues."
  9. Seeing Keeper brought a smile to Ne'charri's face, even if it only lasted for a moment. "I was wondering if you'd been able to stay out of trouble," Ne'charri said with a wry smirk. "At least whatever trouble we get into now will be together." Ne'charri's caught another figure approaching out of the corner of her eye. As she turned, she let out almost in a sigh, "And the wizard. We are whole once more." Retrieving a piece of parchment from her tunic, Ne'charri held it up and reminded the group what it was. "The note from the dead druid at the keep. It's to Relora, an arch-druid. It tells of betrayal by the empire's spies, meant as a warning." Ne'charri paused to let the information sink in. "Whatever else we do next, we should deliver this message soon. We may find allies if we act with haste." Actions/OOC Stats Female%20CN%20Human%20Sorcerer%20(crossblooded)%2FDragon%20Disciple%2C%20%5BB%5DLevel%5B%2FB%5D%209%20(5%2F4)%2C%20%5BB%5DInit%5B%2FB%5D%205%2C%20%5BB%5DHP%5B%2FB%5D%2087%2F87%2C%20%5BB%5DSpeed%5B%2FB%5D%2030%0A%5BB%5DAC%5B%2FB%5D%2024%2C%20%5BB%5DTouch%5B%2FB%5D%2019%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2020%2C%20%5BB%5DCMD%5B%2Fb%5D%2028%2C%20%5BB%5DFort%5B%2FB%5D%2013%2C%20%5BB%5DRef%5B%2FB%5D%2012%2C%20%5BB%5DWill%5B%2FB%5D%2011%2C%20%5BB%5DCMB%5B%2FB%5D%20%2B13%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%205.5%20%20%20%0A%5BB%5Dbloodline%20power%2C%20counts%20as%20magic%2C%20includes%20power%20attack%2Frisky%20strike%2C%20weapon%20focus%2C%20arcane%20strike%2C%20and%20amulet%20of%20mighty%20fists%20(keen%2Cthundering)%20Draconic%20Claws%20(2)%20(9%20rounds%2Fday)%20%5B%2FB%5D%20%2B13%20(1d6%2B11%20plus%201d6%20acid%2C%2019-20x2%2B1d8%20sonic)%0A%5BB%5Dprestige%20class%20power%2C%20see%20claws%2C%20str%20and%20risky%20strike%20bonuses%20x%201.5%20for%20damage%20Draconic%20Bite%20%5B%2FB%5D%20%2B13%20(1d6%2B15%20plus%201d6%20acid%2C%2019-20x2%2B1d8%20sonic)%0A%5BB%5DMasterwork%20MW%20Dagger%20%5B%2FB%5D%20%2B13%20(1d4%2B7%2C%2019-20%20x%202)%0A%5BB%5DSpell%20Mage%20Armor%5B%2FB%5D%20(%2B4%20Armor%2C%20%2B5%20Dex%2C%20%2B4%20Natural%2C%20%2B1%20Deflect)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%2024%2C%20Dex%2020%2C%20Con%2018%2C%20Int%2011%2C%20Wis%2016%2C%20Cha%2022%0A%5BB%5DCondition%5B%2FB%5D%20None%20 Female CN Human Sorcerer (crossblooded)/Dragon Disciple, Level 9 (5/4), Init 5, HP 87/87, Speed 30 AC 24, Touch 19, Flat-footed 20, CMD 28, Fort 13, Ref 12, Will 11, CMB +13, Base Attack Bonus 5.5 bloodline power, counts as magic, includes power attack/risky strike, weapon focus, arcane strike, and amulet of mighty fists (keen,thundering) Draconic Claws (2) (9 rounds/day) +13 (1d6+11 plus 1d6 acid, 19-20x2+1d8 sonic) prestige class power, see claws, str and risky strike bonuses x 1.5 for damage Draconic Bite +13 (1d6+15 plus 1d6 acid, 19-20x2+1d8 sonic) Masterwork MW Dagger +13 (1d4+7, 19-20 x 2) Spell Mage Armor (+4 Armor, +5 Dex, +4 Natural, +1 Deflect) Abilities Str 24, Dex 20, Con 18, Int 11, Wis 16, Cha 22 Condition None Active Spells: Mage Armor (cast w/extend spell, uses level 2 slot, lasts 20 hours) Fly (increase from min/level to hours/level per mutable flesh, cast w/extend spell, uses level 4 slot, lasts 22 hours)
  10. Ne'charri was pleased. Not just with the result, but she enjoyed being in the wilderness. It reminded her of a simpler time in her life. A time when the world made sense to her and she felt contentment in being a vital part of her tribe. She was also pleased with her time with Tryessa, more than she thought she would be, for sure. The druid was a competent mentor, and Ne'charri found she enjoyed her company as well. "I...thank you," Ne'charri said as she struggled to find the right words. Just a reminder of why she usually preferred to say very little. "You did not have to help me, but you did. I hope that some day I can come back here, and maybe I can find a way to return the favor." Her eyes drift back to the woods, towards Catrico. "But I must take my leave. My friends will need me." Not one for long goodbyes, and feeling as if she might have said too much already, Ne'charri didn't linger much before taking her leave and heading back to the city. She was needed there. Actions/OOC Stats Female%20CN%20Human%20Sorcerer%20(crossblooded)%2FDragon%20Disciple%2C%20%5BB%5DLevel%5B%2FB%5D%209%20(5%2F4)%2C%20%5BB%5DInit%5B%2FB%5D%205%2C%20%5BB%5DHP%5B%2FB%5D%2087%2F87%2C%20%5BB%5DSpeed%5B%2FB%5D%2030%0A%5BB%5DAC%5B%2FB%5D%2024%2C%20%5BB%5DTouch%5B%2FB%5D%2019%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2020%2C%20%5BB%5DCMD%5B%2Fb%5D%2028%2C%20%5BB%5DFort%5B%2FB%5D%2013%2C%20%5BB%5DRef%5B%2FB%5D%2012%2C%20%5BB%5DWill%5B%2FB%5D%2011%2C%20%5BB%5DCMB%5B%2FB%5D%20%2B13%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%205.5%20%20%20%0A%5BB%5Dbloodline%20power%2C%20counts%20as%20magic%2C%20includes%20power%20attack%2Frisky%20strike%2C%20weapon%20focus%2C%20arcane%20strike%2C%20and%20amulet%20of%20mighty%20fists%20(keen%2Cthundering)%20Draconic%20Claws%20(2)%20(9%20rounds%2Fday)%20%5B%2FB%5D%20%2B13%20(1d6%2B11%20plus%201d6%20acid%2C%2019-20x2%2B1d8%20sonic)%0A%5BB%5Dprestige%20class%20power%2C%20see%20claws%2C%20str%20and%20risky%20strike%20bonuses%20x%201.5%20for%20damage%20Draconic%20Bite%20%5B%2FB%5D%20%2B13%20(1d6%2B15%20plus%201d6%20acid%2C%2019-20x2%2B1d8%20sonic)%0A%5BB%5DMasterwork%20MW%20Dagger%20%5B%2FB%5D%20%2B13%20(1d4%2B7%2C%2019-20%20x%202)%0A%5BB%5DSpell%20Mage%20Armor%5B%2FB%5D%20(%2B4%20Armor%2C%20%2B5%20Dex%2C%20%2B4%20Natural%2C%20%2B1%20Deflect)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%2024%2C%20Dex%2020%2C%20Con%2018%2C%20Int%2011%2C%20Wis%2016%2C%20Cha%2022%0A%5BB%5DCondition%5B%2FB%5D%20None%20 Female CN Human Sorcerer (crossblooded)/Dragon Disciple, Level 9 (5/4), Init 5, HP 87/87, Speed 30 AC 24, Touch 19, Flat-footed 20, CMD 28, Fort 13, Ref 12, Will 11, CMB +13, Base Attack Bonus 5.5 bloodline power, counts as magic, includes power attack/risky strike, weapon focus, arcane strike, and amulet of mighty fists (keen,thundering) Draconic Claws (2) (9 rounds/day) +13 (1d6+11 plus 1d6 acid, 19-20x2+1d8 sonic) prestige class power, see claws, str and risky strike bonuses x 1.5 for damage Draconic Bite +13 (1d6+15 plus 1d6 acid, 19-20x2+1d8 sonic) Masterwork MW Dagger +13 (1d4+7, 19-20 x 2) Spell Mage Armor (+4 Armor, +5 Dex, +4 Natural, +1 Deflect) Abilities Str 24, Dex 20, Con 18, Int 11, Wis 16, Cha 22 Condition None Active Spells: Mage Armor (cast w/extend spell, uses level 2 slot, lasts 20 hours) Fly (increase from min/level to hours/level per mutable flesh, cast w/extend spell, uses level 4 slot, lasts 22 hours)
  11. ~ Keeper Anam, Wandering Ascetic ~ Keeper sits idly on a bench with eyes closed. To those who know Keeper, it is a safe assumption that he'd be deep in prayer. OOC: none Stats Character: , HP: 84/84 Status: Hands: staff Initiative: +3 Perception: +14 AC: 26 Flat: 21 Touch: 22 CMD: 29 FCMD: 24 +2 disarm +2 grapple +2 trip Fort: +13 Reflex: +8 Will: +17 Spell Resist: +13 Evil Outsiders
  12. Before Ne'charri and Sharpe had gone off on their own projects, and Keeper spent a week improving the lots of people in the slums and other poor quarters of the city, helping to ease the burden of injury, illness and just plain despair on many, they had arranged to meet near the Countess's castle, where several taverns, inns and other eateries were. The city was busy, and people generally seemed upbeat and positive - the reopening of trade continued to be a positive for the city, and so far, no one seemed worried about war breaking out tomorrow, so business was good. For the moment. This close to the Disputed Lands, people tended to have their moods shift wildly, but today, peace was expected. Keeper found himself the first to arrive, but only by a few minutes, as Ne'charri and then Sharpe arrived. The sky was partially clouded, without any sign or indication of coming rain, a small breeze sweeping through the city from the docks.
  13. Works for me. I'm sure it would be easier for you to bring us all back together.
  14. Sounds like everyone is. So you all meet back up in Catrico to decide next steps?
  15. "Shevora," she answered. "I'll hire what we can, as we can." she confirmed. "There are some things I can think of that might allow us to make a little more money without much extra cost to ourselves as well. Not all trees that get cut down will be good for your construction plans, and there's always gonna be scraps. We can probably sell some of that to caravans to sell to carpenters and such. Things like that. That'll stretch what we can do to hire more laborers and get more materials." She asked several more questions about priorities, in terms of what he wanted focused on first, and she made notes based on his answers, and asked for other questions about what order he wanted various tasks done, how he wanted to direct resources - Shevora clearly had a great deal of familiarity with the basics of project management, so her questions are all directed at organizing the flow of events. It was impossible at this point to say how long any task would take, but Shevora seemed like she would have this as much in hand as it could be had.
  16. Ne'charri does not remember much of the dream, the next day, but she does remember... flashes. She found herself in a wilderness much like the lands she'd grown up with with her people, and she remembers snatches of her search, of finding creatures in that wild, facing them - but not killing them. Every fight was a quick, simple affair, when they happened, establishing dominance or just forcing them out of the way. But even more, it had been the search, about finding and listening to the voice and will of the wilderness, the nature - and though that took time in the dream, effort, she achieved it. She searched, crossing streams and rivers and battling the elements. The dream was but one night, but the flashes she remembered seemed months apart. But she did find it. She remembered finding a deep forest, with trees that were probably old when the Sareltine Empire was yet to be born. She remembered feeling relief as she finally saw a clearing ahead, but... What she found in that clearing - she could not recall. She did not know what the heart of the wilderness looked like, but when she woke, she felt... different. And, she soon found, she did indeed know the spell she'd sought, while another spell she'd once known was now out of her reach - the curse of those who had the sort of raw untapped magic that Ne'charri weilded. It was, then, merely a matter of practice. She didn't need the sort of rote practice a wizard might, but even knowing how to cast this now, it was unfamiliar - the words and gestures came to mind unbidden now, but they were very distinct from what she was used to - similar, but not identical to how Tryssea cast the same spell. A hyrbid, between arcane and divine, it would seem. But she, as promised, knew the spell.
  17. Sharpe - Dog - AC: 28 TAC: 18 FF: 22 CMD: 26 Fort: +8 Ref: +14 Will: +11 HP: 76/76 Narrative: 4 | Perception: +14 "We're going to need more than 'a few laborers' before we finish even the first stages. Woodcutters, masons, carpenters... You have permission to hire as needed within our budgets. Be sure to include good hazard pay. We're still not entirely secure out here and I want to remain on good terms with the skilled labor we can draw from..." Sharpe trailed off, deciding to rip the bandage off instead of letting the inevitable question get any more awkward. He was sure they had been introduced at some point but could not remember for the life of him. In his defense, Sharpe's life had become profoundly busy of late and details inevitably slipped through his grasp from time to time. "What's your name?"
  18. "A will of it's own. Hmmm." The idea seemed to resonate as she nodded her head slowly. It was something she hadn't ever thought of before. She had always thought of each person, animal and monster as a distinct creature, with an independent mind and will. Even the spirits her tribe had shown reverence and paid homage to for various things, like a fruitful hunt or a rainy winter, they each seemed to be specific ideals and entities. The idea of nature having it's own will was enlightening. Ne'charri looked forward to her upcoming dreams, and to the possibility of trying to connect with this sleeping, dreaming god that was nature. Actions/OOC I'm good with a little fast forward if you're anxious to get the group back together and move the main story ahead. Stats Female%20CN%20Human%20Sorcerer%20(crossblooded)%2FDragon%20Disciple%2C%20%5BB%5DLevel%5B%2FB%5D%209%20(5%2F4)%2C%20%5BB%5DInit%5B%2FB%5D%205%2C%20%5BB%5DHP%5B%2FB%5D%2087%2F87%2C%20%5BB%5DSpeed%5B%2FB%5D%2030%0A%5BB%5DAC%5B%2FB%5D%2024%2C%20%5BB%5DTouch%5B%2FB%5D%2019%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2020%2C%20%5BB%5DCMD%5B%2Fb%5D%2028%2C%20%5BB%5DFort%5B%2FB%5D%2013%2C%20%5BB%5DRef%5B%2FB%5D%2012%2C%20%5BB%5DWill%5B%2FB%5D%2011%2C%20%5BB%5DCMB%5B%2FB%5D%20%2B13%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%205.5%20%20%20%0A%5BB%5Dbloodline%20power%2C%20counts%20as%20magic%2C%20includes%20power%20attack%2Frisky%20strike%2C%20weapon%20focus%2C%20arcane%20strike%2C%20and%20amulet%20of%20mighty%20fists%20(keen%2Cthundering)%20Draconic%20Claws%20(2)%20(9%20rounds%2Fday)%20%5B%2FB%5D%20%2B13%20(1d6%2B11%20plus%201d6%20acid%2C%2019-20x2%2B1d8%20sonic)%0A%5BB%5Dprestige%20class%20power%2C%20see%20claws%2C%20str%20and%20risky%20strike%20bonuses%20x%201.5%20for%20damage%20Draconic%20Bite%20%5B%2FB%5D%20%2B13%20(1d6%2B15%20plus%201d6%20acid%2C%2019-20x2%2B1d8%20sonic)%0A%5BB%5DMasterwork%20MW%20Dagger%20%5B%2FB%5D%20%2B13%20(1d4%2B7%2C%2019-20%20x%202)%0A%5BB%5DSpell%20Mage%20Armor%5B%2FB%5D%20(%2B4%20Armor%2C%20%2B5%20Dex%2C%20%2B4%20Natural%2C%20%2B1%20Deflect)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%2024%2C%20Dex%2020%2C%20Con%2018%2C%20Int%2011%2C%20Wis%2016%2C%20Cha%2022%0A%5BB%5DCondition%5B%2FB%5D%20None%20 Female CN Human Sorcerer (crossblooded)/Dragon Disciple, Level 9 (5/4), Init 5, HP 87/87, Speed 30 AC 24, Touch 19, Flat-footed 20, CMD 28, Fort 13, Ref 12, Will 11, CMB +13, Base Attack Bonus 5.5 bloodline power, counts as magic, includes power attack/risky strike, weapon focus, arcane strike, and amulet of mighty fists (keen,thundering) Draconic Claws (2) (9 rounds/day) +13 (1d6+11 plus 1d6 acid, 19-20x2+1d8 sonic) prestige class power, see claws, str and risky strike bonuses x 1.5 for damage Draconic Bite +13 (1d6+15 plus 1d6 acid, 19-20x2+1d8 sonic) Masterwork MW Dagger +13 (1d4+7, 19-20 x 2) Spell Mage Armor (+4 Armor, +5 Dex, +4 Natural, +1 Deflect) Abilities Str 24, Dex 20, Con 18, Int 11, Wis 16, Cha 22 Condition None Active Spells: Mage Armor (cast w/extend spell, uses level 2 slot, lasts 20 hours) Fly (increase from min/level to hours/level per mutable flesh, cast w/extend spell, uses level 4 slot, lasts 22 hours)
  19. No, plumbing is going to need a lot of planning and similar while guns will be expensive and time consume and probably be his next downtime project.
  20. "When it achieves full effect, you will experience dreams of yourself in animal form, in the deep wilderness. You must find your way to the heart of that wilderness, whatever form it takes - snow-capped mountains, caverns teeming with the strange life of the underground, forests, oceans even. You'll need to listen to the heart of the wilderness to find it. Once you do in your dream, you will wake, and I believe it will be possible for you to cast the spell you seek, fully. It will take another few days to fully master the technique to be able to perform it quickly, 'on demand' as it were, and we will continue with that, but if you find the heart of the wilderness in your dream, it should mean you've truly learned how to listen to nature. At least enough for this spell, anyway." "Nature has a will of it's own - not a mind, as such, and it's will is distributed, diffuse. It is a sleeping, dreaming god, that will never wake, can never wake, can never do more than experience the lowest levels of dreaming... but to use the magic of nature, you must, even for a moment, reach and touch that will. You are, I believe, very close to that level of understanding." Mechanics You don't have to write out Ne'charri's experience of the dream unless you want, we can assume she succeeds and then, as suggested, the remainder of the week is getting familiar enough with the spell to cast it by instinct under pressure, as it were.
  21. Does Sharpe mention all those plans in detail (the guns and the plumbing specifically) or just generally?
  22. "If we can fit it among the other expenses, would you object to us hiring a few laborers to help with the woodcutting?" The halfling clerk, who seemed to be taking the lead of the two clerks,I.e as GM it's easier to collapse things to one NPC rather than two for the sake of simplicity :rofl: asked. Making plans was a simple enough process in the actual act, even if the plans themselves were anything but simple. Thankfully, though they sometimes seemed skeptical about his plans at times, they were either dutiful enough to their orders, or willing to respect his reputation for creative problem solving (that had been one of the things the Duke had purportedly prized him for) or just didn't care enough to raise objections. One of those three. Varian was happy to put his magic at disposal as needed - the wizard was still simmering with anger at the death of his mentor and associates, but having something constructive to do, and knowing he was helping against those who had killed them was plenty for him. Yunus and Yarelle just needed work and this was pretty solid work. Yarelle showed him on a map several promising waystation locations - they weren't exactly a day apart, but since he'd wanted no more than a day apart, they were generally somewhere around three quarters of a day apart - an old village that still had some of it's boundary walls, a mostly intact roadside tavern that Yarelle was pretty sure was made by dwarves way back when, explaining the durability of it, and another village, though this one was less in a defensible shape, lacking much in the way of any sort of wall or even fully intact structures. It was still the best placed for Sharpe's directive about time. That didn't cover the entire journey, so a few more areas would need to be checked for promising locations, but it was a star.
  23. Keeper is able to find several more people that he can help with his magic - a young man with a broken arm in a sling who can't work until it recovers (a simple cure spell tidies that up) another sick person with an illness that he is able to treat, and many with minor scrapes and injures - children especially had quite a few he was able to treat, sparing them pain or a few days recovery. Nothing too severe. And above all, his ear, and the prospect of someone caring. He hears from people who lost family in war, people who simply have never had the luck of others, one disaster to another keeping them and their families in the slum. Others more recently hard on their luck. Bastards of minor nobility or wealthy merchants often find themselves here, if their parents (or their parents actual spouses) are spiteful or cruel enough to block off better opportunities. But he also gets shared the positive moments, the families that live here, eking out the joy where they can. A young man confides in Keeper that he was lucky enough to be able to get enough day labor jobs in recent months to save up enough to purchase an apprenticeship with a cooper who was willing to teach him. An older woman who was at least able to get her recently married daughter (and daughter-in-law) a small home for them to share in a better part of town, with the help from an old family friend who recently inherited money - forgoing getting out of the slums herself to make sure her daughter would have a small nest egg. The people of the slums were, in other words, people, and not merely victims, and Keeper gave them all a chance to remind themselves of that, and that someone was there who cared to listen and hear them. It was, for many, a rare gift.
  24. "I shall see this note delivered then," Ne'charri said as she took the note and tucked it back into her clothing. "But for now we should focus on our purpose here. What should I expect from this potion?" Actions/OOC Stats Female%20CN%20Human%20Sorcerer%20(crossblooded)%2FDragon%20Disciple%2C%20%5BB%5DLevel%5B%2FB%5D%209%20(5%2F4)%2C%20%5BB%5DInit%5B%2FB%5D%205%2C%20%5BB%5DHP%5B%2FB%5D%2087%2F87%2C%20%5BB%5DSpeed%5B%2FB%5D%2030%0A%5BB%5DAC%5B%2FB%5D%2024%2C%20%5BB%5DTouch%5B%2FB%5D%2019%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2020%2C%20%5BB%5DCMD%5B%2Fb%5D%2028%2C%20%5BB%5DFort%5B%2FB%5D%2013%2C%20%5BB%5DRef%5B%2FB%5D%2012%2C%20%5BB%5DWill%5B%2FB%5D%2011%2C%20%5BB%5DCMB%5B%2FB%5D%20%2B13%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%205.5%20%20%20%0A%5BB%5Dbloodline%20power%2C%20counts%20as%20magic%2C%20includes%20power%20attack%2Frisky%20strike%2C%20weapon%20focus%2C%20arcane%20strike%2C%20and%20amulet%20of%20mighty%20fists%20(keen%2Cthundering)%20Draconic%20Claws%20(2)%20(9%20rounds%2Fday)%20%5B%2FB%5D%20%2B13%20(1d6%2B11%20plus%201d6%20acid%2C%2019-20x2%2B1d8%20sonic)%0A%5BB%5Dprestige%20class%20power%2C%20see%20claws%2C%20str%20and%20risky%20strike%20bonuses%20x%201.5%20for%20damage%20Draconic%20Bite%20%5B%2FB%5D%20%2B13%20(1d6%2B15%20plus%201d6%20acid%2C%2019-20x2%2B1d8%20sonic)%0A%5BB%5DMasterwork%20MW%20Dagger%20%5B%2FB%5D%20%2B13%20(1d4%2B7%2C%2019-20%20x%202)%0A%5BB%5DSpell%20Mage%20Armor%5B%2FB%5D%20(%2B4%20Armor%2C%20%2B5%20Dex%2C%20%2B4%20Natural%2C%20%2B1%20Deflect)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%2024%2C%20Dex%2020%2C%20Con%2018%2C%20Int%2011%2C%20Wis%2016%2C%20Cha%2022%0A%5BB%5DCondition%5B%2FB%5D%20None%20 Female CN Human Sorcerer (crossblooded)/Dragon Disciple, Level 9 (5/4), Init 5, HP 87/87, Speed 30 AC 24, Touch 19, Flat-footed 20, CMD 28, Fort 13, Ref 12, Will 11, CMB +13, Base Attack Bonus 5.5 bloodline power, counts as magic, includes power attack/risky strike, weapon focus, arcane strike, and amulet of mighty fists (keen,thundering) Draconic Claws (2) (9 rounds/day) +13 (1d6+11 plus 1d6 acid, 19-20x2+1d8 sonic) prestige class power, see claws, str and risky strike bonuses x 1.5 for damage Draconic Bite +13 (1d6+15 plus 1d6 acid, 19-20x2+1d8 sonic) Masterwork MW Dagger +13 (1d4+7, 19-20 x 2) Spell Mage Armor (+4 Armor, +5 Dex, +4 Natural, +1 Deflect) Abilities Str 24, Dex 20, Con 18, Int 11, Wis 16, Cha 22 Condition None Active Spells: Mage Armor (cast w/extend spell, uses level 2 slot, lasts 20 hours) Fly (increase from min/level to hours/level per mutable flesh, cast w/extend spell, uses level 4 slot, lasts 22 hours)
  25.  
×
×
  • Create New...