Vedast Posted May 4 Clone Share Posted May 4 (edited) Caltrix NimblesquirlCaltrix Nimblesquirl Rogue 1 N Small Halfling (Twilight) Humanoid Perception +7; Low-Light Vision Languages Common, Gnomish, Halfling, Varisian Skills Acrobatics +7, Athletics +2, Deception +4, Diplomacy +4, Intimidation +4, Lore: Cerulean Society +5, Lore: Circus +5, Lore: Games +5, Medicine +5, Society +5, Stealth +7, Survival +5, Thievery +7 Str -1, Dex +4, Con +1, Int +2, Wis +2, Cha +1 Items Explorer's Clothing, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Grappling Hook, Thieves' Tools (Replacement Picks), Tindertwig (5), Candle, Powder, Smokestick (Lesser), Thieves' Tools, Arrows (10) AC 17; Fort +4, Ref +9, Will +7 HP 15 Nimble Dodge Requirements You are not encumbered. Trigger A creature targets you with an attack and you can see the attacker. You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack. Speed 25 feet Melee Rapier +7 (Deadly d8, Disarm, Finesse), Damage 1d6+4 P Melee Dagger +7 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+4 P Ranged Shortbow +7 (Deadly d10), Damage 1d6 P Halfling Luck (Fortune, Halfling) Frequency once per day Trigger You fail a skill check or saving throw. Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it’s worse than your first roll. Precision Damage Sneak Attack 1d6 Additional Feats Cat Fall, Quick Jump, Steady Balance, Twilight Halfling Additional Specials Keen Eyes, Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack. Twilight HalflingYour ancestors performed many secret acts under the concealing cover of dusk, whether for good or ill, and over time they developed the ability to see in twilight beyond even the usual keen sight of halflings. You gain low-light vision.; AcrobatIn a circus or on the streets, you earned your pay by performing as an acrobat. You might have turned to adventuring when the money dried up, or simply decided to put your skills to better use. Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost. You're trained in the Acrobatics skill, and the Circus Lore skill. You gain the Steady Balance skill feat.; Rogue (Thief; 1); (TBA) Archetype; Harrow Card: 'The Locksmith' HP: 9/15 | AC:17+2 to AC as a Reaction via Nimble Dodge feat: Explorer's | Speed: 25' |Senses: Low-light vision; Keen EyesYour eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one. | Lang: Common; Halfling; Gnome; Varisian Perception (E): +7 | Fort (T): +4 | Ref (E): +9| Will (E): +7 | | SkillsTrained: Acrobatics (+7); Athletics (+2); Deception (+4); Diplomacy (+4); Intimidation (+4); Lore/Cerulean Society (+5); Lore/Circus (+5); Lore/Games (+5); Medicine (+5); Stealth (+7);Society (+5); Survival (+5); Thievery (+7) Untrained: Acrana (+2); Crafting (+2); Nature (+2); Occultism (+2); Performance (+1); Religion (+2); | AttributesSTR -1 [8] DEX +4 [18] CON +1 [12] INT +2 [14] WIS +2 [14] CHA +1 [12] | AttacksUnarmed: Fist +7 (Dex 4; Trained 3); 1d4-1 B (Crit 2d4-2); Agile; Finesse; Nonlethal; Unarmed Melee/Thrown: Rapier +7 (Dex 4; Trained 3); 1d6+4 P (Crit 2d6+8+1d8); Deadly d8; Disarm; Finesse. Dagger +7 (Dex 4; Trained 3); 1d4+4 P/S (Crit 2d4+8); Agile; Finesse; Thrown 10' (1d4-1 P); Versatile S. Ranged: Shortbow +7 (Dex 4; Trained 3); 1d6 P (Crit 2d6+1d10); Deadly d10; Range 60'. : | Sneak Atk Dmg+ 1d6 |Hero Pts.Heroic Effort: When you Fail or Critically Fail any, non-secret, check you may spend a Hero Point and improve your degree of Success by a single step, a Critical Failure becomes a Failure, and a Failure becomes a Success. Heroic Recovery: At the end of any turn in which you would gain the Dying condition, or your current Dying condition would increase you may spend a single Hero Point to stabilize with zero Hit Points. You do not gain the Wounded condition or increase it's value from losing the Dying condition in this way, but if you already had that condition, you don't lose it or decrease it's value. Undying Heroism: At the start of any turn in which you have zero Hit Points and are not currently Dying you may spend a single Hero Point to recover a number of Hit Points equal to your level.: 2 Fishery (Post 1st Combat): Voss' gaze flicking towards Caltrix, the closest enemy ally within reach. "What's the play?" she asks, her voice tinged with a mixture of defiance and uncertainty. Caltrix, extremely relieved to see Lira and Ihren (and then Aquila), takes these initial Actions: To Ruffio: whilst holding her rapier, now tipped with his blood, "Drop the whip, if you please." She steps back to her previous square. To Voss: "What's the play? You cooperate - and perhaps still profit. Or ... she smiles grimly ... I might need to repay the gift you gave me. In speaking to Voss, Caltrix' voice shifts into a sort of accent or dialect that hopefully is recognized as a sort of 'cant.' OOC I gather we are now out of Encounter Mode, but prudence suggests we be cautious until we have Ruffio and Voss somewhat under control. Obviously, we want to follow up regarding Lamm and whatever traps might lie about this place, but I thought we needed to establish our position vis-a-vis Ruffio and Voss first. And perhaps our better "Face" characters should handle the Diplomacy/Intimidation aspects? ACTIONS 1. Order Ruffio to drop the whip. 2. 'Steps' back to her previous square, both to de-escalate Ruffio (by putting a bit of distance between them), and to allow her to face Voss without having to turn her back on Ruffio. 3. Speaks as above to Voss. Edited May 5 by Vedast (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Thramzorean Posted May 4 Clone Share Posted May 4 Ionacu Davian HP: 16/16 Saves: Fort 5, Ref 5, Will 6 AC: 15, Perception: 4, Speed: 25 ' Character Sheet Realising they were no longer in a do or die struggle for the moment, Ionacu brought himself back to considering the situation, a distinct tremble in his hands, his gaze averted from the body and steadily building pool of blood around it that his glass shard had created. Trusting his companions to take care of the ruffians still standing Ionacu's first thoughts were for the scattering children. They could flee to who knows where, never daring to resurface. There was a quick conversation with Bran, Ionacu telling his familiar to quickly find all the orphans he could and let them know they were safe and to return here, where they would be taken care of. So saying he stepped outside himself for a moment, both to call back any children he could and to make sure no returning scoundrel's didn't catch them by surprise. OOC Actions: 1 action: command Bran to intimidate 2 action: Daze basic Will DC 17 damage 4 hit points Status 2 x Cantrips, 1 x Lvl:1 spell used. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gnaws Posted May 6 Clone Share Posted May 6 Valerica Radache Human • Precision Ranger 1 • 'The Owl' Pathbuilder Sheet * Mythweavers Sheet HP: 20/20 | AC:18 | Speed: 30'+5' from Fleet |Senses: Normal | Lang: Common; Dwarven Perception +7 | Fort +6 | Ref +9| Will +5| Hero Pts: 2 The chaos at the fishery had subsided, for the moment. Below, Caltrix spoke to the two assailants who had, for the moment, seemingly surrendered. Val didn't trust it, though. She looked below, at the vat that Caltrix had fallen into. Not a chance in hell she was going to risk getting covered in that. She remained on the rooftop, watching the scene below for any sign of treachery from the two thugs. OOC ACTIONS 1. Delay Action IF Voss/Ruffio move to attack, Valerica will attack Ruffio Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Zen Gypsy Posted May 7 Author Clone Share Posted May 7 Ionacu, mindful of the scattered children and the potential for further danger, swiftly sends Bran, his trusty familiar, to round up the orphans and guide them back to safety. It appears, at least for the moment, that Lamm's lambs have fled from the vicinity, as the raven is unsuccessful in leading any back towards the Fishery. Stepping outside momentarily, he keeps a vigilant eye out for any returning troublemakers, ensuring the group's security in the aftermath of the chaotic brawl. As Aquila tends to the wounded, her healing magic suffusing the air with a sense of calm, Carthen stirs inside the fishery office, his eyes fluttering open as the pain begins to recede. As the dust settles and the adrenaline begins to wane, Caltrix, her rapier still stained with Ruffio's blood, takes charge of the situation with a steely resolve. Ruffio, his expression a mixture of defiance and resignation, complies begrudgingly, letting the whip fall from his grasp as he eyes the group with thinly veiled hostility. "You think you've won? Lamm won't take kindly to this." Meanwhile, Voss, sensing the shifting dynamics of the situation, cautiously sheathes her daggers and raises her hands in a gesture of surrender. "Not sure who you've got backin' your play, but way I see it, ain't my business. Lamm's holed up 'neath us, down there countin' profit, relivin' his glory days, I 'spose." She shrugged thin, wiry shoulders, "Figure you got, what," her eyes flicked upstairs, as she did some math, "four upstairs, deal with Hookshank, Grakk 'n Tarth? Out the window," she nodded towards the broken window through which she, herself had made her entrance, "down the gangplank. Boss mighta thought of cuttin' his losses but yer trick with the skiff put an end ta that. Through the trawler's hold, 'neath the pilings, his den's there. Careful of the devil-fish, water's all chummed up from the show he put on this afternoon." For his part, Ruffio is glaring a hole through Voss as she talks, she spits on the floor, "You can die fer that sick piece o' filth, but I can see which way the winds blowin'." She looks towards Caltrix, remaining low, looking back towards the window, as if asking permission. "Figure your business with Lamm is of a personal nature, I could vacate tha' premises, 'n give you time to settle your accounts, yea?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Whitehart09 Posted May 7 Clone Share Posted May 7 Carthen Carthen groans as the watery healing washes over him, he opens his eyes and puts a hand to his pink, raw skin of the wound. He rolled to his feet and goes about picking up his weapon, moving gingerly. As he listens to the exchange he turns to Voss, "Smart. Get lost." He turns to Ruffio, his face almost snarling, "You, however, seem to lack a remorse I would have liked. Working for Lamm only gets you dead, by his rivals or him." He pounds the head of his light hammer into his fist as he slowly walks forward. OOC and Actions Carthen Brisbane------------------------- HP: 6 (20 base) AC: 17 Hero Points: 1 ===== Reactions ===== ===== Actions ===== Ongoing Effects and Daily Use Things Ongoing Effects: Remaining Resources: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Vedast Posted May 8 Clone Share Posted May 8 (edited) Caltrix NimblesquirlCaltrix Nimblesquirl Rogue 1 N Small Halfling (Twilight) Humanoid Perception +7; Low-Light Vision Languages Common, Gnomish, Halfling, Varisian Skills Acrobatics +7, Athletics +2, Deception +4, Diplomacy +4, Intimidation +4, Lore: Cerulean Society +5, Lore: Circus +5, Lore: Games +5, Medicine +5, Society +5, Stealth +7, Survival +5, Thievery +7 Str -1, Dex +4, Con +1, Int +2, Wis +2, Cha +1 Items Explorer's Clothing, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Grappling Hook, Thieves' Tools (Replacement Picks), Tindertwig (5), Candle, Powder, Smokestick (Lesser), Thieves' Tools, Arrows (10) AC 17; Fort +4, Ref +9, Will +7 HP 15 Nimble Dodge Requirements You are not encumbered. Trigger A creature targets you with an attack and you can see the attacker. You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack. Speed 25 feet Melee Rapier +7 (Deadly d8, Disarm, Finesse), Damage 1d6+4 P Melee Dagger +7 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+4 P Ranged Shortbow +7 (Deadly d10), Damage 1d6 P Halfling Luck (Fortune, Halfling) Frequency once per day Trigger You fail a skill check or saving throw. Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it’s worse than your first roll. Precision Damage Sneak Attack 1d6 Additional Feats Cat Fall, Quick Jump, Steady Balance, Twilight Halfling Additional Specials Keen Eyes, Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack. Twilight HalflingYour ancestors performed many secret acts under the concealing cover of dusk, whether for good or ill, and over time they developed the ability to see in twilight beyond even the usual keen sight of halflings. You gain low-light vision.; AcrobatIn a circus or on the streets, you earned your pay by performing as an acrobat. You might have turned to adventuring when the money dried up, or simply decided to put your skills to better use. Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost. You're trained in the Acrobatics skill, and the Circus Lore skill. You gain the Steady Balance skill feat.; Rogue (Thief; 1); (TBA) Archetype; Harrow Card: 'The Locksmith' HP: 13/15 | AC:17+2 to AC as a Reaction via Nimble Dodge feat: Explorer's | Speed: 25' |Senses: Low-light vision; Keen EyesYour eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one. | Lang: Common; Halfling; Gnome; Varisian Perception (E): +7 | Fort (T): +4 | Ref (E): +9| Will (E): +7 | | SkillsTrained: Acrobatics (+7); Athletics (+2); Deception (+4); Diplomacy (+4); Intimidation (+4); Lore/Cerulean Society (+5); Lore/Circus (+5); Lore/Games (+5); Medicine (+5); Stealth (+7);Society (+5); Survival (+5); Thievery (+7) Untrained: Acrana (+2); Crafting (+2); Nature (+2); Occultism (+2); Performance (+1); Religion (+2); | AttributesSTR -1 [8] DEX +4 [18] CON +1 [12] INT +2 [14] WIS +2 [14] CHA +1 [12] | AttacksUnarmed: Fist +7 (Dex 4; Trained 3); 1d4-1 B (Crit 2d4-2); Agile; Finesse; Nonlethal; Unarmed Melee/Thrown: Rapier +7 (Dex 4; Trained 3); 1d6+4 P (Crit 2d6+8+1d8); Deadly d8; Disarm; Finesse. Dagger +7 (Dex 4; Trained 3); 1d4+4 P/S (Crit 2d4+8); Agile; Finesse; Thrown 10' (1d4-1 P); Versatile S. Ranged: Shortbow +7 (Dex 4; Trained 3); 1d6 P (Crit 2d6+1d10); Deadly d10; Range 60'. : | Sneak Atk Dmg+ 1d6 |Hero Pts.Heroic Effort: When you Fail or Critically Fail any, non-secret, check you may spend a Hero Point and improve your degree of Success by a single step, a Critical Failure becomes a Failure, and a Failure becomes a Success. Heroic Recovery: At the end of any turn in which you would gain the Dying condition, or your current Dying condition would increase you may spend a single Hero Point to stabilize with zero Hit Points. You do not gain the Wounded condition or increase it's value from losing the Dying condition in this way, but if you already had that condition, you don't lose it or decrease it's value. Undying Heroism: At the start of any turn in which you have zero Hit Points and are not currently Dying you may spend a single Hero Point to recover a number of Hit Points equal to your level.: 2 Fishery (Post 1st Combat): "Figure your business with Lamm is of a personal nature, I could vacate tha' premises, 'n give you time to settle your accounts, yea?" Caltrix nods her head to Daggergirl (I don't think Caltrix has yet learned her name) in appreciation for her intelligence regarding Lamm. The halfling waits a few moments in case Ihrin or Lira wish to speak with Daggergirl. The halfling considers the two of them the best spoken of the group (i.e. the best "Face" characters). If nothing more is said, Caltrix lowers her rapier making a sort of formal flourish (salute) to Daggergirl. Her shoulder still smarting, even after - whatever Aquila had done - Caltrix knew that Voss was a professional to be reckoned with. LATER POSTSCRIPT: Upon request, Caltrix will use AID to assist with a Medicine Check (for Carthen?). See roll below (what a surprise 😞) OOC I assume that we can incorporate Aquila's healing? Now reflected above. ACTIONS Contingent upon need: Aid (Medicine) Edited May 8 by Vedast (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Aid (Medicine) 10 1d20+5 5 Link to comment Share on other sites More sharing options...
VennDygrem Posted May 8 Clone Share Posted May 8 (edited) Aquila | HP 20/20 | AC 17Studded Leather armor +2 item bonus, +2 dex, +3 trained proficiency Raise Shield: +2 circumstance to AC | Fort +9 | Ref +7 | Will +3 | Speed: 25 | Perception: +3 Hero Points: 2/3 | Kinetic Gate: Open| Conditions: None | Effects: Now standing behind Caltrix, having worked her healing as best as possible on the party, Aquila nods in concert with the halfling's acknowledgement. She sees no reason not to let Voss go - in truth, she doesn't know so much as her name. Her profession, however, Aquila could guess, and if she had a problem with every scoundrel willing to work for a sleazebag, she'd have to go after at least a third of the city's population, she gathers. "I don't like the sound of dealing with that devil-fish. We ought to be careful when exploring the space below us." OOC & Actions N/A Edited May 8 by VennDygrem (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Thramzorean Posted May 9 Clone Share Posted May 9 Ionacu Davian HP: 16/16 Saves: Fort 5, Ref 5, Will 6 AC: 15, Perception: 4, Speed: 25 ' Character Sheet Standing in the doorway with half an ear to what was going on inside Ionacu came back inside to report his failure to round up the scattered orphans. "Shame. I had hoped they'd be able to give us some information." "Does anybody still need healing?" he asked. "I'm ready to go deal with the boss. Any further traps we should be worried about?" Ionacu directed his question at the talkative member of the orphan gang. Status 2 x Cantrips, 1 x Lvl:1 spell used. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Zen Gypsy Posted May 10 Author Clone Share Posted May 10 With Carthen's determined recovery and Caltrix's authoritative commands, the atmosphere in the fishery shifts once more. As Voss receives Carthen's directive to depart, she offers a curt nod in acknowledgment before swiftly turning on her heel and disappearing into the shadows of the docks. As the group contemplates their next move, the fishery stands silent and foreboding, its secrets lurking beneath the murky depths of the river's edge. Will they search the work floor for clues, or continue their relentless pursuit of Lamm by descending into the depths below? The choice is theirs, but with each passing moment, the treacherous Lamm has opportunity to prepare for the intruder's inevitable assault. Exploration Mode The Group in now in Exploration Mode, please let me know what those activities are. You may assume that you have ten minutes, enough time for a single Treat Wounds check, or another round of Aquila's Ocean Balm. I just need to know if you are searching, or descending down towards Lamm's safe room beneath the fishery's working floor. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Whitehart09 Posted May 10 Clone Share Posted May 10 Carthen Carthen wipes his bloody hands on Ruffio's clothes and turns to to Ionacu, "I could use a bandage to go with this healing, and thank you, Aquila was it? We should take stock and then head down. "He is certainly ready for us so whomever goes first needs to be sharp eyed and quick footed." OOC and Actions Carthen Brisbane------------------------- HP: 6 (20 base) AC: 17 Hero Points: 1 ===== Reactions ===== ===== Actions ===== Ongoing Effects and Daily Use Things Ongoing Effects: Remaining Resources: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Gnaws Posted May 11 Clone Share Posted May 11 Valerica Radache Human • Precision Ranger 1 • 'The Owl' Pathbuilder Sheet * Mythweavers Sheet HP: 20/20 | AC:18 | Speed: 30'+5' from Fleet |Senses: Normal | Lang: Common; Dwarven Perception +7 | Fort +6 | Ref +9| Will +5| Hero Pts: 2 Valerica moves quickly, but safely, to get down from the roof. When she rejoins the group she returns Caltrix's grappling hook to her, reclaimed from where it had been tied up on the roof. She surveys the scene in the warehouse and sees the dead thugs. The weight of what they'd just done settles in. They deserved it. She wasn't sure she fully believed that, but she tells herself all the same. "I could use a bandage to go with this healing, and thank you, Aquila was it? Valerica snaps back from her thoughts at the mention of someone in need. It's the big guy in the group; the dangerous one. Carthen. If Valerica was being honest, he scared her. Several of the group were just people that Lamm's lives had touched in horrific ways, but Carthen didn't look like he was a stranger to violence. Still, if they were going to get their vengeance, they needed each other. "Here, let me." Valerica steps forward, pulling out her healer's tools. OOC ACTIONS Treat Wounds on Carthen Name xDiceName xDiceResult xDiceString xDiceRolls Treat Wounds (Carthen) 19 1d20+5 14 Healing 7 2d8 3,4 Link to comment Share on other sites More sharing options...
Whitehart09 Posted May 12 Clone Share Posted May 12 Carthen Carthen looked at Valerica as they came to administer their own brand of treatment. He sniffed, mostly to loosen the blood pooled in his nostrils but it could easily be mistaken for an animal smelling fear. He followed their directions as asked, lifting his arms and allowing the best access to his wounds. All the while he kept his gaze steadily on their face, impassive face only twitching with pain on the tender spots. As Valerica finished he rotated his arms and nodded, "Thank you. I appreciate your attention." It seemed almost forced but felt genuine, his appreciation obviously not being doled out much in the past. OOC and Actions Carthen Brisbane------------------------- HP: 13 (20 base) AC: 17 Hero Points: 1 ===== Reactions ===== ===== Actions ===== Ongoing Effects and Daily Use Things Ongoing Effects: Remaining Resources: Carthen Carthen wipes his bloody hands on Ruffio's clothes and turns to to Ionacu, "I could use a bandage to go with this healing, and thank you, Aquila was it? We should take stock and then head down. "He is certainly ready for us so whomever goes first needs to be sharp eyed and quick footed." OOC and Actions Carthen Brisbane------------------------- HP: 6 (20 base) AC: 17 Hero Points: 1 ===== Reactions ===== ===== Actions ===== Ongoing Effects and Daily Use Things Ongoing Effects: Remaining Resources: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Vedast Posted Tuesday at 02:34 PM Clone Share Posted Tuesday at 02:34 PM (edited) Caltrix NimblesquirlCaltrix Nimblesquirl Rogue 1 N Small Halfling (Twilight) Humanoid Perception +7; Low-Light Vision Languages Common, Gnomish, Halfling, Varisian Skills Acrobatics +7, Athletics +2, Deception +4, Diplomacy +4, Intimidation +4, Lore: Cerulean Society +5, Lore: Circus +5, Lore: Games +5, Medicine +5, Society +5, Stealth +7, Survival +5, Thievery +7 Str -1, Dex +4, Con +1, Int +2, Wis +2, Cha +1 Items Explorer's Clothing, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Grappling Hook, Thieves' Tools (Replacement Picks), Tindertwig (5), Candle, Powder, Smokestick (Lesser), Thieves' Tools, Arrows (10) AC 17; Fort +4, Ref +9, Will +7 HP 15 Nimble Dodge Requirements You are not encumbered. Trigger A creature targets you with an attack and you can see the attacker. You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack. Speed 25 feet Melee Rapier +7 (Deadly d8, Disarm, Finesse), Damage 1d6+4 P Melee Dagger +7 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+4 P Ranged Shortbow +7 (Deadly d10), Damage 1d6 P Halfling Luck (Fortune, Halfling) Frequency once per day Trigger You fail a skill check or saving throw. Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it’s worse than your first roll. Precision Damage Sneak Attack 1d6 Additional Feats Cat Fall, Quick Jump, Steady Balance, Twilight Halfling Additional Specials Keen Eyes, Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack. Twilight HalflingYour ancestors performed many secret acts under the concealing cover of dusk, whether for good or ill, and over time they developed the ability to see in twilight beyond even the usual keen sight of halflings. You gain low-light vision.; AcrobatIn a circus or on the streets, you earned your pay by performing as an acrobat. You might have turned to adventuring when the money dried up, or simply decided to put your skills to better use. Choose two ability boosts. One must be to Strength or Dexterity, and one is a free ability boost. You're trained in the Acrobatics skill, and the Circus Lore skill. You gain the Steady Balance skill feat.; Rogue (Thief; 1); (TBA) Archetype; Harrow Card: 'The Locksmith' HP: 13/15 | AC:17+2 to AC as a Reaction via Nimble Dodge feat: Explorer's | Speed: 25' |Senses: Low-light vision; Keen EyesYour eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one. | Lang: Common; Halfling; Gnome; Varisian Perception (E): +7 | Fort (T): +4 | Ref (E): +9| Will (E): +7 | | SkillsTrained: Acrobatics (+7); Athletics (+2); Deception (+4); Diplomacy (+4); Intimidation (+4); Lore/Cerulean Society (+5); Lore/Circus (+5); Lore/Games (+5); Medicine (+5); Stealth (+7);Society (+5); Survival (+5); Thievery (+7) Untrained: Acrana (+2); Crafting (+2); Nature (+2); Occultism (+2); Performance (+1); Religion (+2); | AttributesSTR -1 [8] DEX +4 [18] CON +1 [12] INT +2 [14] WIS +2 [14] CHA +1 [12] | AttacksUnarmed: Fist +7 (Dex 4; Trained 3); 1d4-1 B (Crit 2d4-2); Agile; Finesse; Nonlethal; Unarmed Melee/Thrown: Rapier +7 (Dex 4; Trained 3); 1d6+4 P (Crit 2d6+8+1d8); Deadly d8; Disarm; Finesse. Dagger +7 (Dex 4; Trained 3); 1d4+4 P/S (Crit 2d4+8); Agile; Finesse; Thrown 10' (1d4-1 P); Versatile S. Ranged: Shortbow +7 (Dex 4; Trained 3); 1d6 P (Crit 2d6+1d10); Deadly d10; Range 60'. : | Sneak Atk Dmg+ 1d6 |Hero Pts.Heroic Effort: When you Fail or Critically Fail any, non-secret, check you may spend a Hero Point and improve your degree of Success by a single step, a Critical Failure becomes a Failure, and a Failure becomes a Success. Heroic Recovery: At the end of any turn in which you would gain the Dying condition, or your current Dying condition would increase you may spend a single Hero Point to stabilize with zero Hit Points. You do not gain the Wounded condition or increase it's value from losing the Dying condition in this way, but if you already had that condition, you don't lose it or decrease it's value. Undying Heroism: At the start of any turn in which you have zero Hit Points and are not currently Dying you may spend a single Hero Point to recover a number of Hit Points equal to your level.: 2 Fishery (Post 1st Combat): "We should take stock and then head down." What I recall from looking down from the warehouse roof (see OOC) is that there are two areas below: an enclosed building space 'that way' - pointing to the westto the bottom of the map from where we are currently standing - that is, below the area from which you folks entered: below where we are here is just above the water supported by piers. Then, there is the trawler: Daggergirl said that Lamm's 'den' was in the hold below deck. Maybe we could bring down the bodies of some of those you dealt with above? The Devilfish could be distracted were they to be offered a meal, perhaps? Then, looking at the unconscious Ruffio, she added: maybe best to tie up our friend 'Fabio' here, eh? (see OOC below) With that, the little halfling sets to securing his legs and arms along with a gag that (might) allow him to breath. I wouldn't mind feeding you to the 'fish,' my whip-bearing friend, she muttered more-or-less to herself. Could anyone make use of this whip? she asks the group whilst doing so. She also looks for a barrel of fresh water: if one is available, she'll at least quickly dunk her head to clean off the muck. OOC Basing orientation from GM's 6APR post. My thievery DC is 17 which would be Ruffio's Escape DC from being tied up. If anyone else could set a higher DC by some ability or skill or equipment, Caltrix will defer. ACTIONS Ties up Ruffio (DC = 17) unless another can do better. Looks for some fresh water to clear herself off a bit. Edited Tuesday at 02:36 PM by Vedast (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Whitehart09 Posted Tuesday at 03:27 PM Clone Share Posted Tuesday at 03:27 PM (edited) Carthen "I was thinking something similar, in so far as to drop a body down to set off any possible traps. " I will take that whip and Caltrix, wash yourself off, you stink." OOC and Actions Carthen Brisbane------------------------- HP: 13 (20 base) AC: 17 Hero Points: 1 ===== Reactions ===== ===== Actions ===== Ongoing Effects and Daily Use Things Ongoing Effects: Remaining Resources: Edited Tuesday at 03:31 PM by Whitehart09 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
VennDygrem Posted Tuesday at 05:53 PM Clone Share Posted Tuesday at 05:53 PM Aquila | HP 20/20 | AC 17Studded Leather armor +2 item bonus, +2 dex, +3 trained proficiency Raise Shield: +2 circumstance to AC | Fort +9 | Ref +7 | Will +3 | Speed: 25 | Perception: +3 Hero Points: 2/3 | Kinetic Gate: Open| Conditions: None | Effects: Aquila nods at her companions as they receive her healing and offer acknowledgement. "While it seems a bit gruesome... they attacked us. This isn't the time or place to feel sorry for them. If they can help prevent us from being devilfish-food, let them serve that purpose in our place." She grimaces, but there's not much to be done for it. With Valerica offering her time to bandage up Carthen, Aquila channels her healing waters once more for both Carthen and Lira. "It's no cleric's holy mending, but hopefully it helps soothe those wounds. As for Caltrix... I can help with the muck as well." OOC & Actions Aquila spends a couple rounds, as Val finishes bandaging Carthen she heals Lira again, then Carthen right after the Treat Wounds is over to maximize our time. Then, assuming there's an empty bucket, Aquila can use Base Kinesis to generate pure, fresh water. Name xDiceName xDiceResult xDiceString xDiceRolls Ocean's Balm healing (Lira) 1 1d8 1 Ocean's Balm healing (Carthen) 8 1d8 8 Link to comment Share on other sites More sharing options...
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