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pdwalt

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Posts posted by pdwalt

  1. do we want to come to an agreement on talking text?

     

    I sort of thought @Inash blue text was thinking to oneself - which I have seen the italics used for - and bold for out-loud, which is why I did not respond to the words.  but i can see not everyone used that convention.  I don't care which way we go, just to have one would be useful

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    Text for post  'Talking color"  pumpkin 1st and 4th down.

     

    Mechanics

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    Short StatblockMarin Eltar - M Dwarf | Cleric (Merciful Healer) 2
    NG Init 0, HP 15/15, Speed 20
    AC 20, Touch 10, Flat-footed 20, CMD 14, Fort 5, Ref 1, Will 6, CMB +4, Base Attack Bonus 1
    (mw, weapon cord) scimitar +5 (1d6+3, 18-20 x2)
    silver light mace +4 (1d6+3, 20 x2)
    javelin +1 (1d6+3, 20 x2)
    Half Plate, Heavy Wooden Shield (MW) (+8 Armor, +2 Shield)
    Abilities Str 16, Dex 10, Con 14, Int 10, Wis 16, Cha 16

     

     

  3. spacer.png

    Marin had been staring at his empty mug for a bit, having waved off a refill. At his name, he looks up, stands, slings his shield and makes his way to follow the the halfling out the door.
     

     

    Mechanics

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    Short StatblockMarin Eltar - M Dwarf | Cleric (Merciful Healer) 2
    NG Init 0, HP 15/15, Speed 20
    AC 20, Touch 10, Flat-footed 20, CMD 14, Fort 5, Ref 1, Will 6, CMB +4, Base Attack Bonus 1
    (mw, weapon cord) scimitar +5 (1d6+3, 18-20 x2)
    silver light mace +4 (1d6+3, 20 x2)
    javelin +1 (1d6+3, 20 x2)
    Half Plate, Heavy Wooden Shield (MW) (+8 Armor, +2 Shield)
    Abilities Str 16, Dex 10, Con 14, Int 10, Wis 16, Cha 16

     

     

  4. Lars Kenn

    Half-Elf Rogue (Unchained) 1

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    character sheet

    campaign trait: Student Survivalist

     

    Background

    Lars came to Sandpoint when he was ten. He looked more like thirteen or fourteen, or else he would have not been left to himself as much. A group of travelers heading to the cathedral, found the lad living under a wrecked wagon, the still stinking horse corpses half gnawed by scavengers, or worse. The shy lad was reluctant to exit his safety, and even then was hard to see or hear if he was trying to be unseen. The wise Desnans coaxed out Lars and took him to Sandpoint. They gave his tale to a cleric at the cathedral and left him. Something came up, something always does, and the cleric lost track of the boy. If asked he vaguely recalled Lars, thinking he found someone to care for him - but that was a different orphan. Eeking his way out between hand-outs, light work some might offer, and petty stealing he lived a life. When Shalelu found him, well, things got better. He ate more frequently. If he did not sleep inside much, he had a warm bedroll and sometimes a tent. In places short distance from Sandpoint, he traveled with Shalelu and learned to survive outside. When Shalelu went longer walk-about, Lars hung around the Rusty Dragon or the Cathedral.

    Personality

    Lars might have been a typical child growing up, but the three days he spent alone under the wagon where brigands killed his Da and Ma and took his sister changed him. He was lucky they did spiteful damage to the wagon that collapsed a side, or else some of the things that came to gnaw on the dead horses might have found him. As it was, the travelers could not get him to talk for days after the events. He told Shalelu about his sister, but his sister was never found.  Lars is a quiet young man. He does not bring attention to himself. When it is required to interact with others he is very polite, especially with strangers. The look in his eye is one of wariness and fear, with sudden movements might get him flinching, excepting a blow. That annoys kind-hearted people to no end. With people he knows, he opens up. Still careful not to give insult as if he fears a cross word would get him banned from their presence.  One place he is a little less fearful, is when he is cooking or learning on cooking.  Truth is, he is not fearful of things many people would fear. Traveling in the wilds, he is careful, but not afraid. Most of the time it was with Shalelu, but then it was two against the world.

    Appearance

    Lars early years in Sandpoint, where he was living more on his own than not, stunted his size and weight a bit. On the shallow side of half-elves in height, and thin, he still carries his armor well.  For outside the town, he wears studded leather, bears a short sword, a dagger and some javelins for weapons. He has a mostly empty backpack on his back. He tends to wear a wooden holy symbol of Desna - his father gave him one once, and this one is not that one, but he wears it in remembrance.

     

  5. the shield was not intended to be masterwork - i figured - rightly or wrongly - extra shields might be able to be scavenged from foes if one was needed.  i double checked i had the right armor check penalty for the shield.

     

    I tend not to mark class skills for skills I did not put points - i have corrected that on the character sheet

     

     

     

     

     

     

  6. On 9/20/2022 at 8:59 AM, TheYell said:

    @ Mindcrime

    ......

    But I would ask for a ruling how many Medium creatures could ride a Huge creature without a saddle or howdah

     

    And I would ask what would the Ride check DC be for the riders  (because my character as planned has a -9 armor check penalty to Ride)

  7. Equipment
    ITEM COST WEIGHT
    holy symbol tattoo  (Back of right hand) 100 -
    masterwork scimitar 315 4
    weapon cord (for scimitar) 0.1 -
    half-plate armor 600 50
    silver light mace 25 4
    cold iron dagger 4 1
    javelins (6) 6 12
    masterwork backpack  50 4
    bandoleer |B| 0.5 -
    slchem acid (6)  |B| 60 3
    vermin repellent (2) |B| 10 1
    artisan's outfit (3) - wear one - carry two (1 tightly wrap at bottom of pack) 3 8 or 12
    cleric vestments 5 6
    heavy wooden shield 7 10
    silver holy symbol 25  
    cold weather clothing 8 7
    traveler's any tool 250 2
         
    13 gp 23 sp 10 cp 15.4  
         
         
    Cleric's Kit  (i assume I gave the original backpack away - or sold it) weight assumes i don't have it - but i did not change the cost 16 30

    Cleric's Kit from UE:  This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.

       
    TOTAL 1500

    138 or 142

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

    carrying capacity with MW backpack - dwarf not slowed by encumbrance or armor

    image.png.726ee021a48374d0f01625313e529e02.png

     

  8. Comprehensive Stat Block

    Marin Eltar - M Dwarf | Cleric (Merciful Healer) 2

    NG Init 0, HP 15/15, Speed 20
    AC 20, Touch 10, Flat-footed 20, CMD 14, Fort 5, Ref 1, Will 6, CMB +4, Base Attack Bonus 1
    (mw, weapon cord) scimitar +5 (1d6+3, 18-20 x2)
    silver light mace +4 (1d6+3, 20 x2)
    javelin +1 (1d6+3, 20 x2)
    Half Plate, Heavy Wooden Shield (MW) (+8 Armor, +2 Shield)
    Abilities Str 16, Dex 10, Con 14, Int 10, Wis 16, Cha 16
    DARKVISION 60'| Diplomacy +7; Heal +7; Perception +14; Sense Motive +7; Survival +4; appraise +4, Knowledge (history) +4, profession (guard) +7, profession (lawyer) +7 | Die-Hard, Endurance, Light/Medium/Heavy Armor Proficiency, Martial Weapon Proficiencies (Scimitar, Battle Axe, War hammer, Heavy Pick), Selective Channel, Shield Proficiency, Simple Weapon Proficiency, Skill Focus: Perception
    +4 dodge bonus to their AC against giant subtype; +2 racial bonus to perception to notice unusual stonework, such as traps and hidden doors located in stone walls or floors (check to occur when passing within 10 feet regardless if they were looking); +2 racial bonus to appraise to value non-magical items with precious metals and/or gems; +4 racial bonus to CMD vs bull rush or trip while standing on the ground; +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes; twice a day can return confirmed critical hit by giant back to standard hit.

    Marin Eltar

    Background

    Family

    Marin's mother, Astar Copperaxe, had been a partner in the Dwarven Law Firm of Order's March for twenty-two years when Marin was born. And aside from the astonishing occupation of his mother, his birth was rare as he was the youngest of three triplets (two sisters - Asanta, Enid). The runt of the 'litter' his survival was never in doubt, but his parents were thankful for the birth and pledged him to a religious vocation. Originally, the vow and oath were to pledge him to Abadar's service, but his father's last-minute word change was not challenged by the Abadar priest, and it was generally accepted that Abadar would be the service their youngest son would serve. However, as Astar Copperaxe would have said to her clients - 'what is not written cannot be enforced.'

     

    Marin's father, Eddard Eltar, kept the household - ran the books, and instructed the children of his wife and the wives of his brothers and his wife's siblings children. He had been a soldier for fifty years - fought giant, orc, manticora and goblin. His last battlefield took his right eye and right hand - and his recovery from the deeper wounds was through the constant interactions with dwarven children and household keeping.

    The Journey

    youth at the legal practice, but he spent even more time with the surviving warriors of his father's unit. It was among the latter, that Marin learned of Saranrae and her teachings. At first, secret from his family, he pledged himself to her faith; but when his father reminded him that in the steps towards his formal adulthood, he would have to take up the religious vocation. Marin's mother's priest (Abadar) was already anticipating the pledge-gift a well-to-do family would give to the church when such an oath-vocation was fulfilled; Marin had overheard some planning and the priests had no fear of Marin knowing, as soon he would be under their orders.

     

    On a trip outside of Janderoff as part of a merchant escort, without his parents' permission, he sought out a small temple of Saranrae and entered her service as a cleric. He took up her aspect of Healing as his primacy and entered training as a Merciful Healer. The escort mission left him behind, though they took a letter back. On his naming, for while socially many did not consider him an adult for his young age one did not take service with a church as a child, he chose to honor his father as a warrior, and as the one who did not lock him into the Keys of Abadar. He is the only child of Astar and Eddard to choose his father's name - the Copperaxe name has quite a bit more status and history.

     

    On his return to his city, perhaps in part to appease complaining Abadar priests, Astar turned away from her youngest son and denied him access to her contacts or wealth.  They saw each other at the great family gatherings, where she was insufferably polite, but otherwise, his choice of vocation made their separation hard. Worse still, many people he had known growing up took her shunning to be what they too should do (even though she never told anyone to follow her lead - and indeed implied to others they should not), and Marin lost many contacts.  His father kept close. And warrior friends did not care for the politics of it. With their contacts, he got more guarding gigs. Though his healing was as much in demand as his combat support.

    Trunau

    In part because of his faith, but also because he was available and willing, a small group of adventuring types enlisted him as a backup healer on an expedition. Trunau was the last spot of "civilization" before they moved onto their goal. Their scrying found that their tactics would need to change, and a stealthy approach would be needed. Their pack animals were left in the small town, as well as one of their number least able to sneak, Tsator, and Marin - who had a similar affliction regarding stealth and was judged too inexperienced to take the whole way.  They were gone three weeks, when Tsator told Marin he had received a 'sending' regarding their status and they would not be returning to Trunau. Tsator had decided to make his way to Caliphas - and Marin, seeing no reason for him to go to Ustilov, remainded behind.

     

    Marin has been staying at the Longhouse. Working with militia members in training and providing healing magics when training got a little painful that planned.  He took his turn defending the small town, and assisted merchants and travelers with the ways of Dwarven law and contacts - when asked.  In the dark of night, after wrestling with the translation of Common to Dwarven on a document for long hours, he thought back to what his mother would think, him following in her footsteps to make part of his living, in this town on the edge of the Hold.

     

    Decisions/Mechanics

    AbilitiesST 16 Dex 10 Con 12 Int 10 Wis 14 Cha 18
    +2 wisdom +2 constitution -2 charisma

    ST 16 Dex 10 Con 14 Int 10 Wis 16 Cha 16
       -  

    Race+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
    Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
    Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
    Darkvision: Dwarves can see in the dark up to 60 feet.
    Defensive Training: Dwarves get a +4 dodge bonus to their AC against monsters of the giant subtype.
    Greed: Dwarves receive a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
    Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
    Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
    Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
    Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking.
    Weapon Familiarity: Dwarves are prof icient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
    Languages: Dwarves begin play speaking Common and Dwarven.

    Skillsclass 2/lvl | favored class cleric 1/lvl | background 2/lvl
    6 regular and 4 background skill ranks

    REGULAR
    Diplomacy (1) +7
    Heal (1) +7
    perception (2) +14
    sense motive (1) +7
    survival (1) +4

    BACKGROUND
    profession: lawyer (1) +7
    profession: soldier (1) +7
    appraise (1) +4
    knowledge (history) (1) +4

    Traits and FeatsTRAITS
    Roll wiht It (campaign)
    Seeker (social) +1 perception and perception as class skill

    FEATS
    1E> Skill focus: perception
    1V> Select Channel
    1P> Endurance
    1C> Heavy Armor Proficiency
    1st> Die-hard
    Class> light armor proficiency, medium armor proficiency, shield proficiency, simple weapon proficiency, scimitar weapon proficiency
    race> proficiency with a battle axe, war hammer, heavy pick

    ClassOnly one domain - Healing
    Channel Positive to Heal only 6/day 1d6 sel3
    Does not provoke for Heal skill to stabilize or Cure Spells
    can convert spells to cure spells

    Spells 4,2+1 (+1 bonus)

    SpellsSpells per day
    (0) 4 (1) 2 +domain spell + bonus 1st

    4, 3+d
    0)
    stabilize
    create water
    light
    spark

    1st) DC 14
    (d) cure light wounds
    obscuring mist
    magic weapon
    bless

    Intend to remain a cleric for the rest of the levels

    Roles:  In-Combat Healer, Secondary Fighter (low & mid-levels), Spell-Caster

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