Jump to content

Draidden

Members
  • Posts

    2,468
  • Joined

  • Last visited

Everything posted by Draidden

  1. Okay. I guess I will take the 5 spells instead of a magic item and then see what gift you bestow upon him if he makes it into the game.
  2. Dwarf, Rogue (3)||Dwarven Paragon (1)/Fighter (2) AC: 17 (+4 Armor, +3 Dex) | HP: 38/38 (3d10) | Speed: 20 ft. Touch AC: 13 | Flat Footed AC: 14 Senses: Spot: +8, Listen: +8, Search: +8 Str:Save: +3 Athletics: +3 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb. 14 (+2) | Dex:Initiative: −1 Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor. 16 (+3) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +0 Religion: +0 14 (+2) | Wis:Save: +2 Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +2 14 (+2) | Cha:Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1 06 (-2) Languages: Common, Dwarf, Goblin and Orc “My words,” | ‘My thoughts,’ | My actions . . . Good catch! We have a wand and according to this paper it has the Web spell in it and the command word it here too. Any takers? After opening the secret cabinet in the wall he pulls out 3 spears. And we have three more spears here too. I say we take it all, even if we aren't going to use them. No sense leaving them here for some mental patient to find. Strunthal will pickup the +1 silver mace, unless someone else wants it, he will trade his +1 longsword for the +1 cold iron longsword, again if no one else wants it, and takes some of the arrows. And if no one else is picking them up he will carry a spear or three. Did we ever find out how many arrows and bolts there are? Let's quickly grab what we want and stow the rest and get down to that secret door. OOCRolled the save in the previous post. And with Evasion if a save would normally cause half damage he takes none. ---------------------------------------------------------------------------- Dwarven axe is cold iron, in case that helps it bypass the DR. Loot: Sap, 3gp, 10sp, 6cp and some pills for bunions. 3 Magic Arrows 2 Cure Light Wound Potions
  3. Okay, question about known spells. Is there a way I can either buy scrolls to transfer the spells into my spellbook, or we figure out some way for him to have gained a couple extra 1st level spells? Per the rules he will only get 2 1st level and 1 2nd level. I was going to go with Magic Missile and Sleep, but would also like him to have some of what I consider basic must have spells for a spell caster. Like Detect Magic and Read Magic. Also would like to have Read Languages. It says he I find a spell scroll I can choose to copy it into my spellbook. So was wondering if there is some way we can work out him having "found" them by way of paying for them. So far I have only spent 503 gp so have plenty left. Will have to go read up on hirelings as it has been a long time and I personally have not used them in a very long time, if ever. Can't even remember using them.
  4. I added several rolls for searching the desk and wall just to try to help move things along. Did pretty good on the desk, but the wall could result in another save. 😉
  5. Dwarf, Rogue (3)||Dwarven Paragon (1)/Fighter (2) AC: 17 (+4 Armor, +3 Dex) | HP: 38/38 (3d10) | Speed: 20 ft. Touch AC: 13 | Flat Footed AC: 14 Senses: Spot: +8, Listen: +8, Search: +8 Str:Save: +3 Athletics: +3 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb. 14 (+2) | Dex:Initiative: −1 Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor. 16 (+3) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +0 Religion: +0 14 (+2) | Wis:Save: +2 Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +2 14 (+2) | Cha:Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1 06 (-2) Languages: Common, Dwarf, Goblin and Orc “My words,” | ‘My thoughts,’ | My actions . . . Certainly. Strunthal moves over to the desk and tries to be more vigilant when looking for traps on the desk. If he finds one he will try to disarm it and if not he will see about opening the desk drawers and seeing what is in them. Once done with the desk he will turn to the wall and check it out. First by touching it to see if it is an illusion and if that fails then he will look for whatever is hidden and check it for traps if he finds it. And last try to open it if it is locked. OOCRolled the save in the previous post. And with Evasion if a save would normally cause half damage he takes none. ---------------------------------------------------------------------------- Dwarven axe is cold iron, in case that helps it bypass the DR. Loot: Sap, 3gp, 10sp, 6cp and some pills for bunions. 3 Magic Arrows 2 Cure Light Wound Potions
  6. Nezumi, Scout (2) || Psychic Warrior (2) AC: 16 (chain shirt + dex) | HP: 22/22 (1d8) | Speed: 40 ft. Touch AC: 12 | Flat Footed AC: 14 Senses: Low-light vision, Spot: +7, Listen: +7, Search: +5 Str:Save: +3 Athletics: +3 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb. 16 (+3) | Dex:Initiative: −1 Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor. 14 (+2) | Con:Save: +2 16 (+3) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +0 Religion: +0 10 (+0) | Wis:Save: +2 Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +2 14 (+2) | Cha:Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1 08 (-1) Languages: Common, Nezumi “My words,” | ‘My thoughts,’ | My actions . . . Mark replies to Orcbolg. Normal I agree. But in storm we can't see good. Have to be on top of something before get good look at it. Not wise to wander around in this when know there are more dogmen out there. And possibly other things. If survivors in fort, they safe for now. Since they seem to be done with Kella and she does not appear to be an immediate threat, he will leave the room. If there are other doors he will head for the closest intent on opening it and seeing if the room inside is intact and a good place to hold up for the night. However if the others insist on heading back out into the storm he will go with them, shaking his head and grumbling to himself. OOCMovement: 5' step Action: attack with reach of naginate Bonus Action: none Reaction: none In Right Hand: Naginata In Left Hand: Naginata
  7. Dwarf, Rogue (3)||Dwarven Paragon (1)/Fighter (2) AC: 17 (+4 Armor, +3 Dex) | HP: 38/38 (3d10) | Speed: 20 ft. Touch AC: 13 | Flat Footed AC: 14 Senses: Spot: +8, Listen: +8, Search: +8 Str:Save: +3 Athletics: +3 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb. 14 (+2) | Dex:Initiative: −1 Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor. 16 (+3) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +0 Religion: +0 14 (+2) | Wis:Save: +2 Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +2 14 (+2) | Cha:Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1 06 (-2) Languages: Common, Dwarf, Goblin and Orc “My words,” | ‘My thoughts,’ | My actions . . . Strunthal manages to jerk his hand back and tumble to the side as the magical trap goes off and somehow miraculously manages to avoid any damage at all. He turns as the others come charging forward to grab the weapons and help him. He waves off Amyly. I am fine, thanks. Huh, guess I missed that trap. He grins as he gets himself up off the floor. Even though he could have died, it seems he found the incident to be rather fun. Don't think the trap will reset until we close the doors again, but lets not push it. He will help get the items out of the cabinet. He will count out the arrows and bolts to see how many there are. Can anybody cast a spell to tell which of these are magical? I am guessing the ones that aren't silver or cold iron, but best to be sure. I already have a cold iron axe and a magical sword so you guys take what you need. But I am interested in the arrows. Anyone else want some? OOCRolled the save in the previous post. And with Evasion if a save would normally cause half damage he takes none. ---------------------------------------------------------------------------- Dwarven axe is cold iron, in case that helps it bypass the DR. Loot: Sap, 3gp, 10sp, 6cp and some pills for bunions. 3 Magic Arrows 2 Cure Light Wound Potions
  8. Baldur Dwarf Ranger 5 AC: 15 (chain shirt) | HP: 41/49 | Initiative: +3 | Passive Perception: 15 Spell Slots: 1st 4/4, 2nd 2/2 | Spell Attack: +5 | Spell DC: 13 Spells Known1st Level Cure Wounds Entangle Hail of Thorns Speak with Animals 2nd Level Lesser Restoration Beast Sense | DM Inspiration: 1/1 Baldur silently curses that they did not find the captives up here. He turns around and follows down the ladder. I can lead the way down. He readies his crossbow and once everyone is ready he heads down the stairs trying his best to watch for trip wires or other traps. Mechanics Main Hand: heavy crossbow Off Hand: heavy crossbow Action: Switch weapons Bonus Action: Move: Switch Weapons Manipulate: Racial ability - Colossus Slayer: it target is hit by a weapon and is below maximum hit points it takes an additional 1d8 once per turn.
  9. Garrick Darean AC: 15 | HP: 17/21 | Initiative: +4 | Passive Perception: 15 Str: 13 (+1) | Dex: 18 (+4) | Con: 12 (+1) | Int: 16 (+2) | Wis: 12 (+1) | Cha: 08 (-1) Attacks: +1 Longsword: Att: +4, Dmg: 1d8+2 (1d10+2) Rapier: Att: +6, Dmg: 1d8+4 (piercing) Shortbow: Att: +6, Dmg: 1d6+4 (piercing) Range: 80/320 Dagger: Att: +6, Dmg: 1d4+4 (piercing) Range: 20/60 Spell Slots: 2 /2 | Hit Dice: 3 / 3 d8 | Conditions: Normal Saves: Str +1, Dex +6, Con +1, Int +5, Wis +1, Cha -1 Death Saves: 0 success's/0 failures Racial Features Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Keen Senses: You have proficiency in the Perception skill. Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep. Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed. Languages: You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. Elf Weapon Training: You have proficiency with the longsword, shortsword, shortbow, and longbow. Cantrip: You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. He knows Prestidigitation. Extra Language: You can speak, read, and write one extra language of your choosing. Rogue Features Expertise (Perception, Thieves Tools): At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. Sneak Attack (+2d6): Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. Thieves' Cant: During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Archetype - Arcane Trickster Spellcasting: Save DC: 13 / Attack bonus: +5 / Spell Slots: 2 - 1st Cantrips Known: Mage Hand, Mending, Mold Earth 1st Level Spells Known: Comprehend Languages (rit), Silent Image, Sleep Mage Hand Legerdemain: when you cast , you can make the spectral hand , and you can perform the following additional tasks with it: You can stow one object the hand is holding in a container worn or carried by another creature. You can retrieve an object in a container worn or carried by another creature. You can use thieves tools to pick locks and disarm traps at range. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand. Steady Aim: As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. Garrick takes a moment to ponder what has been said and the offer of the supposedly magical helm. OOCNot sure if that hits so did not go into more detail.
  10. Okay. Then is would be my preferred stats, for your approval, Str: 13 Int: 16 Wis: 14 Dex: 16 Con: 13 Cha: 10 and that would give him 10 hit points with the rolls I made. Better, but still below half.
  11. Are you referring to the ability to move some points around or are you saying I can toss the rolls and pick my stats? Also the die roller wants to kill me. It rolled a 1 , a 4 and a 2 for hit points. With current stats that gives him 5 hit points at 3rd level. Please don't sneeze in his direction. 😉
  12. Class: Elf Level: 3 Experience: 8,000 XP needed: 16,000 HP: 10 AC: 0 (Plate Armor, Shield and Dex) Str: 13, Int: 16, Wis: 14, Dex: 16, Con: 13, Cha: 14 Appearance Dalynn is of average height for an elf, standing at 5’4” tall, and has the lean muscular build one would expect from an elf. His hair is white with a metallic sheen to it and falls to just below his shoulder blades. The top is pulled back and down and the sides are pulled straight back and secured with a clasp behind his head helping to keep his hair secured and out of his face. His eyes are a piercing green and tend to glow slightly when he is using magic. He cuts a fine figure in his plate armor which is silver with intricate carvings of vines and lines twisting around it and is accented in a green that matches his eyes and has patterns in it similar to those found on leaves. On his brow is a finely crafted circlet. The front of which is a dark green V shape with a brighter green diamond shaped leaf in the center. The portion that goes around his head and holds it in place is so fine that most people don’t even see it. He carries a sword and dagger on his belt and a longbow and quiver on his back. Background Content My proposed Magical item will be 5 extra spells added into his spellbook.
  13. I am going to toss my hat in here. I have not played Basic since I first bought it back in the early 80's. Actually bought it as a gift for my brother but I am the one that ended up loving the game. So for old times sake I will roll for stats and then, if the die roller continues to hate me as it has lately, cry. 😉 Like I said, OUCH! I will go check out the rules and characters and see if I can make this work, but that 8 and 7 are going to be killers.
  14. Sun Elf, Wizard The spiritual hammer spins and attacks the last standing skeleton, smashing that one too. With the immediate threat cleared Finwe decides to see if he can finish off those in the webs and hopefully catch the two casters that were back there. Get ready with your barrel. I am going to use my last fireball which will destroy the webs and hopefully those trapped in it. OOC Mage Armor: AC 17, duration: 5 hours Shield: +4 shield bonus to AC, duration: 5 minutes Current AC is 21. Spiritual weapon activated in round 1: Duration 3 rnds. Att: +4, Damage: 3d6 Fireball Refl Save DC 17. Not sure how the web affects their reflex saves since it hinders their movement. Hooded lantern with Continual Flame is hanging from his belt. Kodo has scent so can detect them if they get within 30', but can only pin point them if they are within 5'. Unless he spends a move action concentrating and trying to locate the smell. Not sure if that is a skill or just a flat Stat check. I am guessing it would be Wisdom.
  15. Dwarf, Rogue (3)||Dwarven Paragon (1)/Fighter (2) AC: 17 (+4 Armor, +3 Dex) | HP: 38/38 (3d10) | Speed: 20 ft. Touch AC: 13 | Flat Footed AC: 14 Senses: Spot: +8, Listen: +8, Search: +8 Str:Save: +3 Athletics: +3 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb. 14 (+2) | Dex:Initiative: −1 Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor. 16 (+3) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +0 Religion: +0 14 (+2) | Wis:Save: +2 Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +2 14 (+2) | Cha:Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1 06 (-2) Languages: Common, Dwarf, Goblin and Orc “My words,” | ‘My thoughts,’ | My actions . . . Having already checked for traps and finding none, Strunthal opens the cabinet to see what magical weapons are kept inside it. OOC---------------------------------------------------------------------------- Dwarven axe is cold iron, in case that helps it bypass the DR. Loot: Sap, 3gp, 10sp, 6cp and some pills for bunions. 3 Magic Arrows 2 Cure Light Wound Potions
  16. Dwarf, Rogue (3)||Dwarven Paragon (1)/Fighter (2) AC: 17 (+4 Armor, +3 Dex) | HP: 38/38 (3d10) | Speed: 20 ft. Touch AC: 13 | Flat Footed AC: 14 Senses: Spot: +8, Listen: +8, Search: +8 Str:Save: +3 Athletics: +3 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb. 14 (+2) | Dex:Initiative: −1 Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor. 16 (+3) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +0 Religion: +0 14 (+2) | Wis:Save: +2 Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +2 14 (+2) | Cha:Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1 06 (-2) Languages: Common, Dwarf, Goblin and Orc “My words,” | ‘My thoughts,’ | My actions . . . Frustrated that the lock will not open very easily he sets to work on the lock again. He will be damned if he is going to let this lock beat him. If you got a crowbar we can try that. I am just going to give this another shot before I give up. OOC ---------------------------------------------------------------------------- Dwarven axe is cold iron, in case that helps it bypass the DR. Loot: Sap, 3gp, 10sp, 6cp and some pills for bunions. 3 Magic Arrows 2 Cure Light Wound Potions
  17. Okay, that makes sense. Guess he will go with the crowbar attempt as he is unaware of the trap. Does Finn have a crowbar Strunthal could use? He is going to try a few more times. What amounts to his 4th try is a total of 29. So if that doesn't work then he will definitely go with breaking it.
  18. The writing style is great. The only suggestion I will make is, do not repeat the same information for different characters, in different paragraphs. Basically paragraph 4 and 5 or just repeats of the same information for different characters.
  19. Ah. I had assumed that since he had already tried opening the lock that it was not trapped or it would have gone off already as he has already been poking at the lock for 2 rounds. I guess the question is, is the lock trapped or the cabinet? If it is the cabinet, and not connected to the lock, then he would be able to take 20 as the lock will not set off the trap. But opening the cabinet will. Either way, I think we can assume the trap goes off. He would have kept at the lock until he opened it, aka taking 20 and then would have opened the cabinet. Regardless of which event causes the trap to go off, he would do it. Not trying to kill my character, just being honest about it.
  20. If allowed Strunthal will take 10 on his open locks check for a 20 total. If that still fails, and it is allowed, he will take 20.
  21. Are team 1 and 2 running the same adventure? I am asking because I am tempted to see how they are doing, but don't want to if they are running the same one we are. Or worse they are actually on the same job we are and we might end up running into each other. Don't want to spoil any surprises. If we should not read theirs then you might want to consider blocking the players from the other team from the thread or restricting the thread to only the players in it.
  22. Luke Books, aka LEGION Bod: 5 | Agi: 2(3) | Rea: 6 | Str: 3(5) | Wil: 3 | Log: 4 | Int: 4 | Cha: 2 | Edg: 1 Limits: Physical: 7 | Mental: 5 | Social: 4 | Astral: 5 Damage: Physical 0/13 | Stun 0/10 Initiative: 10 +1d6 | Rigger Initiative: 10 +1d6 Matrix AR: 10 +1d6 | Matrix Cold: 4 + DP +3d6 | Matrix Hot: 4 + DP + 3d6 < - Black not white Luke is pretty sure this strange guy is their Mr. Johnson even before he sends the message. That guy is trying to hard. All his efforts to blend in are making him stick out. Well, guess we should go see what this job is. With that he gets up. He catches the waiters/waitress's eye and lets them know that his food should be brought over to the table in the corner. He then walks over and grabs a seat facing the door. Evening. He figures the guy will get to the details once everyone is seated and ready.
  23. Dwarf, Rogue (3)||Dwarven Paragon (1)/Fighter (2) AC: 17 (+4 Armor, +3 Dex) | HP: 38/38 (3d10) | Speed: 20 ft. Touch AC: 13 | Flat Footed AC: 14 Senses: Spot: +8, Listen: +8, Search: +8 Str:Save: +3 Athletics: +3 Carrying Capacity: 240 lb. Lift/Push/Drag: 480 lb. 14 (+2) | Dex:Initiative: −1 Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor. 16 (+3) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +0 Religion: +0 14 (+2) | Wis:Save: +2 Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +2 14 (+2) | Cha:Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +1 06 (-2) Languages: Common, Dwarf, Goblin and Orc “My words,” | ‘My thoughts,’ | My actions . . . Once upstairs the sight is disturbing. Strunthal shakes his head and then gets to work. He heads for the head warders office to check on the cabinet that has the magical items in it. I am going to check out the lock on the cabinet. Just in case I can't open it, would you all mind checking the bodies of the dead warders and see if you can find any keys. I have the one set we got earlier but am not expecting to have gotten that lucky. With that he heads into the head warders office. He still expects trouble, so will be on his guard as he enters. Once he has determined there are no surprises waiting to jump out at him he will go check out the cabinet. He searches it for traps first and then checks out the lock. He will try all the keys on his key ring first and then if they don't work he will try to pick it. OOC ---------------------------------------------------------------------------- Dwarven axe is cold iron, in case that helps it bypass the DR. Loot: Sap, 3gp, 10sp, 6cp and some pills for bunions. 3 Magic Arrows 2 Cure Light Wound Potions
  24. Wood Elf, Ranger Rodin invites the elves to make themselves comfortable around the camp fire. He sits and pulls out some rations from his pack. He knows it is custom and polite to offer food to guests, he just hopes they politely refuse since he does have a limited supply. Welcome brothers, can I offer you some food, as meager as it may be? Once they are settled in he will relate his story since last he met them and how he became part of this group. It has been a most humbling experience to say the least. And very frustrating. Any advice or help you can offer would be greatly appreciated. OOC If he wins the strength test by more than 5, then he will continue to push the thing as far as he can. Assuming it does not kill him with its AoO. Elven Lowlight vision, so he can see 40' a if full light rather than the normal 20 of the torch. Will take 10 on Spot and Listen checks for a total of 15 each when not in combat. It gets a +3 bonus if any of those are applied to Drow or large spiders. Rodin is still borrowing Auriel's bow. The serpent tongue arrows do both slashing and piercing damage. They are designed to use to cut ropes and break things more effectively. AppearanceRodin stands at 6 feet tall and appears a bit more muscular than the average elf. His skin has a light brownish tan look to it. His hair is brown with streaks of copper highlights through it and hangs down to just touch his shoulders. It normally has a bit of a wild windblown look to it. His eyes are a medium green which reminds most people of the color of leaves. He wears studded leather armor that has been dyed a camouflage pattern of browns and greens. His cloak is held closed by a brooch the shape of a silver arrow with green fletching. Aside from his dagger on his belt, the only weapon he carries is his longbow, which looks a bit thicker and sturdier than most bows.
×
×
  • Create New...