Jump to content

PlotDevice

Members
  • Posts

    175
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. | HP: 24/24 | AC: 19 | Fort: +5 Ref: +6 Will: +10 Perception: +8 | Hero Points: 2/3 | Spell SlotsDruid 1: 2/2 Shardik | HP: 26/26 | AC: 19 | Fort: +6 Ref: +6 Will: +5 Perception: +5 Verne helps Sija splice together several ropes to get one long enough for the crossing. He tries to convince her not to hobble the horses, promising to find them for her later, if necessary. "A hobbled horse is a dead horse, if anything comes along to eat it. They know they belong with the wagon, they won't leave unless they have to to stay alive." As he works, he says to the others, "You are all much too worried about supplies, maps, comfort, safety, scouting... we're in the wilds. Just live wild. We'll deal with whatever we find. When you travel light, like this, you don't need scouts because you are the scouts. And don't worry, we'll keep you safe and fed." He grins at Antonia. "And warmish. Maybe not clean though, and definitely not dry, at least right now. And there won't be any paperwork to do, mister judge, so I'd suggest leaving it here. It will get wet, otherwise." He smiles at Zakon. He hands the rope to the ranger, crawling under the wagon to double-check the knot, and whispers to Shardik, who plants himself against the rear wheel of the wagon in a stabilizing position. As the ranger takes point, he says. "Thank you, Sija." Once she is across, he follows, using the rope to steady himself. Shardik stays behind, sitting attentively and waiting to be called.
  2. | HP: 24/24 | AC: 19 | Fort: +5 Ref: +6 Will: +10 Perception: +8 | Hero Points: 2/3 | Spell SlotsDruid 1: 2/2 Shardik | HP: 26/26 | AC: 19 | Fort: +6 Ref: +6 Will: +5 Perception: +5 Verne looks at the river and the trees. "Do we have a long enough rope for one person to go alone but tied to a tree, and put up a line to assist? Or, there could be an eddy in the current below the waterfall, we'll get more wet but maybe it won't be quite such a fierce pull downstream."
  3.  Verne Greencloak| HP: 24/24 | AC: 19 | Fort: +5  Ref: +6  Will: +10  Perception: +8 | Hero Points: 2/3 | Spell SlotsDruid 1: 2/2   Shardik | HP: 26/26 | AC: 19 | Fort: +6  Ref: +6  Will: +5  Perception: +5   Verne can't hide his disgust, or perhaps he isn't trying to. "I was going to say, no point in ringing that bell, because the ferryman is dead. I didn't realize that this could be the result."        
  4.   Verne Greencloak| HP: 24/24 | AC: 19 | Fort: +5  Ref: +6  Will: +10  Perception: +8 | Hero Points: 2/3 | Spell SlotsDruid 1: 2/2   Shardik | HP: 26/26 | AC: 19 | Fort: +6  Ref: +6  Will: +5  Perception: +5   When they've stopped, and given the area a quick inspection, Verne wanders around the vicinity, looking for signs of any recent activity, or anything dangerous that might be making a den or a camp nearby, that might make it unsafe to spend the night here.        
  5. Wellington   Trapmonkey/Scout: Honestly, his numbers are the worst here, so I will shift out of the trapfinding stuff. Will have a decent perception (25-30ish, not sure as I haven't tweaked things yet), and be able to see in the dark and be invisible. Has sneak attack and stealth and various movement skills. Healer: Currently can just buff himself with a slow regen and buff that protects against a lot of conditions, but if we need healing can tweak this to heal others as well. Melee: Full sneak attack, and good damage without sneak attack. Can put out a lot of attacks every round consistently. Also very tough and can inflict penalties on attacks not targeting him. Ranged: Not focused on ranged, but has enough - creation magic to fling explosive things at people very hard (but doesn't have a huge amount of SP), breath weapon, and could pick up a ranged weapon if needed. Battlefield Control: See above melee damage and focusing attacks on himself, also can get creative with Creation to create impediments or dangers. Can teleport around and has reach. Better at overcoming control than doing his own. Scholar: Dabbled in a few knowledge skills but nothing significant here. Face: Has some basic abilities here but nothing to write home about.
  6. Thanks for the invite! Thrilled to be here! Wellington is the leader of a ratfolk clan. He's a tank, though I don't like using the term, but he can penalize people for attacking anyone other than him so it does apply. Also a shapeshifter and has significant Creation magic, a bit of Time, and he has a cohort who can do a bit of Enhancement and Protection. He's got a decent rogue tool-kit but Zella probably has more. He doesn't have long-range travel. In terms of combat mobility he's got a lot, including a stance that lets him teleport every round and supporting feats.
  7. the clone button is the best way to copy things from post to post (e.g. to preserve post template formatting)
×
×
  • Create New...