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Duckerby

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  1. "Desna's doublet!" This day just kept getting weirder and weirder, and Tobias' exasperation was beginning to overshadow even his fear. The situation with the captives was already harrowing enough, and that nagging feeling that he was forgetting something of importance just would not let go. And now they had to deal with a pair of argumentative monkeys straight out of a Tian Xia children's parable? He was not shocked when his allies committed to violence, though it did surprise him that only one of the two was a target for their ire. Still, they made their choice, and the halfling dutifully slipped behind them, determined to help but remain as far from the actual danger as absolutely possible. Kal was moving in for a trip and Tobias swiftly drew a card and charged it, a quick toss to knock the irksome primate off-balance. Actions Standard: Ranged Aid Another on Kal's trip attempt Roll vs AC 10; on hit Kal gains +4 to his attack roll Statblock [URL=/sheets/?id=2551041][B][SIZE=+1]Tobias Bersali[/SIZE][/B][/URL] Male Chaotic Good Halfling Witch | Investigator, [B]Level[/B] 3 | 3, [B]Init[/B] 3, [B]HP[/B] 19/19, [B]Speed[/B] 30 [B]AC[/B] 18, [B]Touch[/B] 14, [B]Flat-footed[/B] 15, [B]CMD[/b] 12, [B]Fort[/B] 2, [B]Ref[/B] 6, [B]Will[/B] 3, [B]CMB[/B] 0, [B]Base Attack Bonus[/B] 2 [B](Returning, requires Arcane Strike) Harrow Card [/B] +7 (1d3-2, x2) [B] Lt. Crossbow [/B] +6 (1d6, 19-20/x2) [B] Mage Armor[/B] (+4 Armor, +3 Dex, +1 Size) [B]Abilities[/B] Str 7, Dex 16, Con 12, Int 19, Wis 10, Cha 14 [B]Condition[/B] None [spoiler=Notes][spoiler=Hexes][i]Evil Eye (Su):[/i] Target takes -2 to one of the following: AC, Ability Check, Attack Rolls, Saving Throws, or Skill Checks for 3+Int mod rounds (1 round if DC 1/2 level + Int mod Will save passed) --Target can be affected by multiple Evil Eyes at once, if targeting different effects [/spoiler] [spoiler=Harrow Cards][i]Arcane Strike:[/i] Swift action, +1 damage to attacks with cards for 1 round [i]Deadly Dealer:[/i] Treat Harrow Card as masterwork dart when using Arcane Strike, gains Returning and is not destroyed [i]Deliver Touch Spells:[/i] Use Arcane Strike with card to deliver touch spell, deals no card damage and cannot "hold charge" [/spoiler] [spoiler=Inspiration]1/2 Investigator Level + Int mod points per day -- free action, 1 point to add 1d6 to skill check, free for Knowledge, Linguistics, Spellcraft -- Expanded Inspiration: Free for Diplomacy, Heal, Perception, Profession, Sense Motive -- 2 points to add 1d6 to attack roll or saving throw (immediate action required for save) [/spoiler] [spoiler=Luck]Cha mod points per day -- Regain 1 point (to Cha mod max) whenever natural 20 on skill check, or 6+ on Inspiration roll. Skill roll in question must be significant, not mundane (GM's discretion) -- Spend Luck on Deeds (all Extraordinary Abilities): --- Daring Deed: 1 luck to add 1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, Swim. Dice explodes to a max of Int mod times. --- Opportunistic Evasion: On successful Reflex save, 1 luck to gain Evasion vs effect --- Sleuth's Initiative: +2 to initiative if pool has at least 1 luck point [/spoiler] [spoiler=Aid Another]Helpful Halfling trait: +4 bonus instead of +2 Magic Trick (Mage Hand): May make aid another check as a ranged touch attack Effortless Aid talent: May make aid another check as move action, spend 1 inspiration to make as swift action [/spoiler] [spoiler=Other]Intuitive Monster Lore: +Wis mod to monster knowledge checks Trapfinding: +1/2 Investigator level to Perception/Disable Device for traps Keen Recollection: Knowledge checks may be rolled untrained [/spoiler] [spoiler=Geas]+2 Int (included in sheet) +1 protection level vs cold [/spoiler] [/spoiler] [spoiler=Spells][i]Cantrips:[/i] Dancing Lights, Detect Magic, Mage Hand, Read Magic [i]Lv 1:[/i] [strike]Mage Armor[/strike], [strike]Touch of Blindness[/strike], Touch of Blindness [i]Lv 2:[/i] [strike]Glitterdust[/strike], Glitterdust [/spoiler] Inspiration: 5/5 Luck: 2/2 Male Chaotic Good Halfling Witch | Investigator, Level 3 | 3, Init 3, HP 19/19, Speed 30 AC 18, Touch 14, Flat-footed 15, CMD 12, Fort 2, Ref 6, Will 3, CMB 0, Base Attack Bonus 2 (Returning, requires Arcane Strike) Harrow Card +7 (1d3-2, x2) Lt. Crossbow +6 (1d6, 19-20/x2) Mage Armor (+4 Armor, +3 Dex, +1 Size) Abilities Str 7, Dex 16, Con 12, Int 19, Wis 10, Cha 14 Condition None Notes Hexes Evil Eye (Su): Target takes -2 to one of the following: AC, Ability Check, Attack Rolls, Saving Throws, or Skill Checks for 3+Int mod rounds (1 round if DC 1/2 level + Int mod Will save passed) --Target can be affected by multiple Evil Eyes at once, if targeting different effects Harrow Cards Arcane Strike: Swift action, +1 damage to attacks with cards for 1 round Deadly Dealer: Treat Harrow Card as masterwork dart when using Arcane Strike, gains Returning and is not destroyed Deliver Touch Spells: Use Arcane Strike with card to deliver touch spell, deals no card damage and cannot "hold charge" Inspiration 1/2 Investigator Level + Int mod points per day -- free action, 1 point to add 1d6 to skill check, free for Knowledge, Linguistics, Spellcraft -- Expanded Inspiration: Free for Diplomacy, Heal, Perception, Profession, Sense Motive -- 2 points to add 1d6 to attack roll or saving throw (immediate action required for save) Luck Cha mod points per day -- Regain 1 point (to Cha mod max) whenever natural 20 on skill check, or 6+ on Inspiration roll. Skill roll in question must be significant, not mundane (GM's discretion) -- Spend Luck on Deeds (all Extraordinary Abilities): --- Daring Deed: 1 luck to add 1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, Swim. Dice explodes to a max of Int mod times. --- Opportunistic Evasion: On successful Reflex save, 1 luck to gain Evasion vs effect --- Sleuth's Initiative: +2 to initiative if pool has at least 1 luck point Aid Another Helpful Halfling trait: +4 bonus instead of +2 Magic Trick (Mage Hand): May make aid another check as a ranged touch attack Effortless Aid talent: May make aid another check as move action, spend 1 inspiration to make as swift action Other Intuitive Monster Lore: +Wis mod to monster knowledge checks Trapfinding: +1/2 Investigator level to Perception/Disable Device for traps Keen Recollection: Knowledge checks may be rolled untrained Geas +2 Int (included in sheet) +1 protection level vs cold Spells Cantrips: Dancing Lights, Detect Magic, Mage Hand, Read Magic Lv 1: Mage Armor, Touch of Blindness, Touch of Blindness Lv 2: Glitterdust, Glitterdust Inspiration: 5/5 Luck: 2/2
  2. Name: Race: (Fleet of Foot, Shadowplay alt. racial traits) Class 1: (, Archetypes) Class 2: (, Archetypes) Patron: Traits: , (Mage Hand), Adaptive Magic Drawback: Alignment: Chaotic Good Role: Skill Monkey, Debuffer, Face [URL=/sheets/?id=2551041][B][SIZE=+1]Tobias Bersali[/SIZE][/B][/URL] Male Chaotic Good Halfling Witch | Investigator, [B]Level[/B] 3 | 3, [B]Init[/B] 3, [B]HP[/B] 19/19, [B]Speed[/B] 30 [B]AC[/B] 18, [B]Touch[/B] 14, [B]Flat-footed[/B] 15, [B]CMD[/b] 12, [B]Fort[/B] 2, [B]Ref[/B] 6, [B]Will[/B] 3, [B]CMB[/B] 0, [B]Base Attack Bonus[/B] 2 [B](Returning, requires Arcane Strike) Harrow Card [/B] +7 (1d3-2, x2) [B] Lt. Crossbow [/B] +6 (1d6, 19-20/x2) [B] Mage Armor[/B] (+4 Armor, +3 Dex, +1 Size) [B]Abilities[/B] Str 7, Dex 16, Con 12, Int 19, Wis 10, Cha 14 [B]Condition[/B] None [spoiler=Notes][spoiler=Hexes][i]Evil Eye (Su):[/i] Target takes -2 to one of the following: AC, Ability Check, Attack Rolls, Saving Throws, or Skill Checks for 3+Int mod rounds (1 round if DC 1/2 level + Int mod Will save passed) --Target can be affected by multiple Evil Eyes at once, if targeting different effects [/spoiler] [spoiler=Harrow Cards][i]Arcane Strike:[/i] Swift action, +1 damage to attacks with cards for 1 round [i]Deadly Dealer:[/i] Treat Harrow Card as masterwork dart when using Arcane Strike, gains Returning and is not destroyed [i]Deliver Touch Spells:[/i] Use Arcane Strike with card to deliver touch spell, deals no card damage and cannot "hold charge" [/spoiler] [spoiler=Inspiration]1/2 Investigator Level + Int mod points per day -- free action, 1 point to add 1d6 to skill check, free for Knowledge, Linguistics, Spellcraft -- Expanded Inspiration: Free for Diplomacy, Heal, Perception, Profession, Sense Motive -- 2 points to add 1d6 to attack roll or saving throw (immediate action required for save) [/spoiler] [spoiler=Luck]Cha mod points per day -- Regain 1 point (to Cha mod max) whenever natural 20 on skill check, or 6+ on Inspiration roll. Skill roll in question must be significant, not mundane (GM's discretion) -- Spend Luck on Deeds (all Extraordinary Abilities): --- Daring Deed: 1 luck to add 1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, Swim. Dice explodes to a max of Int mod times. --- Opportunistic Evasion: On successful Reflex save, 1 luck to gain Evasion vs effect --- Sleuth's Initiative: +2 to initiative if pool has at least 1 luck point [/spoiler] [spoiler=Aid Another]Helpful Halfling trait: +4 bonus instead of +2 Magic Trick (Mage Hand): May make aid another check as a ranged touch attack Effortless Aid talent: May make aid another check as move action, spend 1 inspiration to make as swift action [/spoiler] [spoiler=Other]Intuitive Monster Lore: +Wis mod to monster knowledge checks Trapfinding: +1/2 Investigator level to Perception/Disable Device for traps Keen Recollection: Knowledge checks may be rolled untrained [/spoiler] [spoiler=Geas]+2 Int (included in sheet) +1 protection level vs cold [/spoiler] [/spoiler] [spoiler=Spells][i]Cantrips:[/i] Dancing Lights, Detect Magic, Mage Hand, Read Magic [i]Lv 1:[/i] [strike]Mage Armor[/strike], [strike]Touch of Blindness[/strike], Touch of Blindness [i]Lv 2:[/i] [strike]Glitterdust[/strike], Glitterdust [/spoiler] Inspiration: 5/5 Luck: 2/2 Male Chaotic Good Halfling Witch | Investigator, Level 3 | 3, Init 3, HP 19/19, Speed 30 AC 18, Touch 14, Flat-footed 15, CMD 12, Fort 2, Ref 6, Will 3, CMB 0, Base Attack Bonus 2 (Returning, requires Arcane Strike) Harrow Card +7 (1d3-2, x2) Lt. Crossbow +6 (1d6, 19-20/x2) Mage Armor (+4 Armor, +3 Dex, +1 Size) Abilities Str 7, Dex 16, Con 12, Int 19, Wis 10, Cha 14 Condition None Notes Hexes Evil Eye (Su): Target takes -2 to one of the following: AC, Ability Check, Attack Rolls, Saving Throws, or Skill Checks for 3+Int mod rounds (1 round if DC 1/2 level + Int mod Will save passed) --Target can be affected by multiple Evil Eyes at once, if targeting different effects Harrow Cards Arcane Strike: Swift action, +1 damage to attacks with cards for 1 round Deadly Dealer: Treat Harrow Card as masterwork dart when using Arcane Strike, gains Returning and is not destroyed Deliver Touch Spells: Use Arcane Strike with card to deliver touch spell, deals no card damage and cannot "hold charge" Inspiration 1/2 Investigator Level + Int mod points per day -- free action, 1 point to add 1d6 to skill check, free for Knowledge, Linguistics, Spellcraft -- Expanded Inspiration: Free for Diplomacy, Heal, Perception, Profession, Sense Motive -- 2 points to add 1d6 to attack roll or saving throw (immediate action required for save) Luck Cha mod points per day -- Regain 1 point (to Cha mod max) whenever natural 20 on skill check, or 6+ on Inspiration roll. Skill roll in question must be significant, not mundane (GM's discretion) -- Spend Luck on Deeds (all Extraordinary Abilities): --- Daring Deed: 1 luck to add 1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, Swim. Dice explodes to a max of Int mod times. --- Opportunistic Evasion: On successful Reflex save, 1 luck to gain Evasion vs effect --- Sleuth's Initiative: +2 to initiative if pool has at least 1 luck point Aid Another Helpful Halfling trait: +4 bonus instead of +2 Magic Trick (Mage Hand): May make aid another check as a ranged touch attack Effortless Aid talent: May make aid another check as move action, spend 1 inspiration to make as swift action Other Intuitive Monster Lore: +Wis mod to monster knowledge checks Trapfinding: +1/2 Investigator level to Perception/Disable Device for traps Keen Recollection: Knowledge checks may be rolled untrained Geas +2 Int (included in sheet) +1 protection level vs cold Spells Cantrips: Dancing Lights, Detect Magic, Mage Hand, Read Magic Lv 1: Mage Armor, Touch of Blindness, Touch of Blindness Lv 2: Glitterdust, Glitterdust Inspiration: 5/5 Luck: 2/2 While strangers may have many ways of describing the young Tobias Bersali - everything from shrewd gambler to noble stature to conniving rat, the one word people have never used describe him is humble. Fairly average in height and build for a halfling of his race, his dark brown hair and blue eyes imply a much more mundane heritage than the larger-than-life attitude and persona he embodies in the public world. A bit of a fashionista, Tobias is constantly perusing the local markets for expensive clothing and jewelry to adorn himself with, though often the garments he selects have much more practical utility than they may seem on first glance. Equally at home in a high class party or a seedy tavern, the halfling constantly changes moods and expressions to suit the location, but his sense of self-confidence and ability to trust in his own luck shines through even the most dour countenance. Many Questions One eye open, then the other. It was a strange room, completely unfamiliar than normal to Tobias, and despite an odd sense of safety it left him on the edge. Not that it lacked for creature comforts; the chair he found himself in was surprisingly soft, almost drawing him into it. And just the right size as well, allowing the halfling to see just over the edge of the table. Very unlike dwarven craftsmanship he had encountered in the past. Speaking of... If the first thing he had noticed was the furniture to his immediate surroundings, the second was the movement of what seemed to be a dwarf at first glance, rustling through papers and giving him an occasional furitive glance. The logical part of Tobias's brain screamed wariness, a common response he had for any sort of authority figure, but form some reason he remained still and calm. A thousand questions raced through his mind, but his mouth simply would not move, as if it had forgotten how to form the words. And so he sat silently until the crinkly old man finally deigned to speak himself. "Who are you and where are you from? What did you do there?" Tobias blinked. A strange pair of questions, barely relevant to the situation at hand. Or was it? It was certainly what he wanted to know, after all. But the dwarfman clearly knew a great deal more about the circumstances of their meeting, and the halfling was on the defensive. Not that that was anything new; when you sat at the card table of the local tavern more evenings than not, you learned quickly how to handle the unknowns as effortlessly and reflexively as one walked. What was strange, however, is how honest he seemed to be when his mouth finally started providing the old man answers. "Tobias Bersali, at your service! Toby, if you prefer, but never Tob. Of the fine Bersali clan of Maheto, I'm sure you have heard of us. A merchant house of some esteem, we are. Or were, the last time I was home - family disagreements, you understand. A dabbler in many skills of the trade, I was. Mostly curation of our goods of the trade, and acquirer of objects rare but valuable that customers might want. Or for my own, if I am to be honest..." His hand came up to his forehead, partially a reflexive gesture to hide his confusion, but also in response to a throbbing that was growing in his head. He was usually not this frank, but for some reason, he kept speaking without the normal glib fictions he would relate to a stranger. "Ah... a lot of valuable... trinkets, wound up in my possession, you seen. Fast talking, a lie here and there, it was normally fairly easy. Customers in a dwarven shop expect trustworthiness, after all. But a few things, they seemed to hold something more, and when I decided I wanted those... well. Let us just say that situations spiraled out of control and I decided it would be best if I were in a different place for a while, yes?" If the old man seemed perturbed by the confession, he didn't show it. Instead the pen touched both paper and beard in equal measure, until he finally stopped and again regarded the halfling. "What do you know of Heldren? What does Heldren know of you?" Again, Tobias blinked. Was the man related to Heldren, and trying to weed out possible trouble on the way? But again he found his answers flowing forward without the mental dam of tact stopping them. "A small town in the middle of nowhere? I'll be frank, I know very little about it. Perhaps just a fine place to escape any unhappy people on my case. Or get extra supplies and try my luck on the other side of the border woods." He coughed, hoping his dismissive description of the place hadn't offended his host, but again the man or dwarf seemed unphased. "I've heard and seen the early winter in Heldren. What do you think of it?" Another question, related to the last one. Tobias was a little less worried as his mouth opened, both because it seemed like his answer to this would be less damning, and because he was beginning to grow used to his lack of control. Adaptability had always been one of Toby's strengths, after all, and when you couldn't deflect the punches it was usually best to roll with them. "I'm not sure what to make of it, to be honest. I just figured that things would get colder this far out into the wilderness; the Border Woods have always been a little weird. At least the stories I've heard of them, anyways, the witches and the other nasty tales. But if the villagers also think it is weird... well. It is normal for a simple farmer to be superstitious, but I would never discount those stories as completely false either. Good way to wind up cursed, or worse, yeah?" A nice neutral answer. The halfling was starting to settle into a rhythm now, and he awaited the next query, which was soon to follow. "Would you consider yourself an adventurer? A mercenary? A treasure hunter? If none of those things, then what?" "Um... me? I suppose an adventurer... A traveler, entertainer, whatever you need really!" A broad grin crossed his face, and he felt his normal glibness returning, at least to a small degree. "I've a good eye for value, items of power long forgotten are my particular specialty! Or perhaps you desire insight of the divine? I've a knack for the telling of fortunes, via this harrow deck..." His hand drifted to a belt which wasn't there, and abruptly he was less confident than before. "...that, uh... was definitely mine. I mean, after I... acquired it from a Varisian trader. He lost it, fair and square! And he definitely isn't part of that situation I mentioned earlier!" Here he was being defensive! This whole situation was wrong, and ever more uncomfortable for Tobias. Sinking back into the chair, he grimaced at the poor explanation he had given the old man, and how obviously questionable his gambling acquisitions had been. But again the old man showed no reaction, only proceeding to the next question after he had properly marked both beard and parchment black with ink. "The news of a noblewoman being kidnapped is a terrifying occurrence in such a small village. What terrifies you?" "Uh... terror?" Again, the topic had shifted quite suddenly. Tobias prided himself on his ability to steer the conversation in directions he desired, but this old man's complete disregard for flow and unreadable face left him bewildered. "I suppose... normal things? Demons and devils, you know. Slave traders, looking to round up more halflings for their trade. The tax collectors, and those border guards too stuck up to accept the proper bribes? Being found out by those with authority..." He clamped his mouth shut before he could make any more confessions. "What does it take for you to consider a stranger an ally? A friend? An enemy?" And the conversation shifted yet again. Apparently the man considered himself a bit of a philosopher. "Well... I suppose that depends where we are. I will drink with a man and call him friend, then play cards against him and call him enemy. Or perhaps he will call me enemy, once I have cleaned him out..." He coughed uncomfortably, not really having a good answer for the question. "I suppose being a friend is easy, but being trustworthy... that takes time. And experience. A con artist watches his enemies closely, but his allies even closer." "Time for some hypotheticals. As you're walking through town, you take a wrong turn into a small and quiet side street. You hear a rustle behind and suddenly someone is behind you. Before they can say or do anything, what do you do?" A light, involuntary shudder. "I avoid those side streets as best I can for a reason. You may have noticed I am not the largest, most intimidating figure. I would like to say I would confront them, but honestly... I would bolt. Immediately. Better to run from a potential threat than stay and face a real one..." "Now let's twist that question. Instead of a small side street, you turn onto the market's main thoroughfare. Same person, but now this woman has an arm around your shoulder and is acting like your best friend." A slow smile crept across Tobias's face. "Well now, that sounds like a story in the making. Perhaps we could find ourselves a quieter place where we can discuss why she has such a sudden interest in a stranger like me? A nice quiet inn room where we could... trade stories, if you catch my meaning..." He chuckled at his bit of innuendo, then glanced up to see if the old man had bothered to finally react. Only to find the man gone, the parchment laid neatly on the table as if it had never been moved.
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