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Zokar Elkarid

Big OM's page

1,580 posts (2,951 including aliases). No reviews. No lists. No wishlists. 17 aliases.


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The mighty river winds the cold north, many of the following days are spent in an enormous pine forest until a huge mountain ranged raises in the horizon. As you approach you see the river turn south and pass through a steep canyon, almost cut into the range. The landscape on the other side is mostly wooden foot hills before the river reach the great inner sea of Talingarde Lake Tarik. You know the watchwall sits on its southern shores and dutifully Odenkirk takes you north to a wooden valley where your destiny awaits. A crude pier sticks into the river and as you dock you see part of the horde, more bugbears than you have ever seen. Amongst them walks polar bear, these must be the Naatanuks, intelligent beasts in the services of bugbears. Quite a lot of fur clad goblins scuttles around the legs of their mighty cousins and the towering stature of a few hill giants can be seen on the edge of the camp. None of them seem to happy to see you but more pressingly are the four bugbears that makes their way towards you with menacing smiles.

Let me make the switch then. Yuugasa would you be okay with me creating a combination of marks of Distinction representing the inner circle? I will post a suggestion later.

Hrolf I would be up for that, do you have a suggestion on how to handle that combat? a single roll perhaps?

I am currently working on a Dark Angels Tactical marine but can switch to a librarian if we need to. It would still be Dark Angels. How would you handle the Fallen specifically how much would a librarian know? It is my understanding that they have been told a little more than most marines who know nothing or very little.

Any melee combatants who would consider double team? I have the xp to choose it also.

A century and a half has past since the first the 41st millennium began and once again the ruinous force of Chaos has plunged the imperium of man into war. The Gothic War or the 12th Black Crusade as it is called has diverted most of the fighting forces of the loyalists to combat this threat.

Serving a tour of duty with the Deathwatch, you are stationed in the Segmentum Obscurus, not in the Gothic Sector, but so close you can almost feel the conflict that has claimed lives among your chapter brothers, but yours is now the duty to protect man against the vile xenos.

Wounds: 1d5 + 18 ⇒ (4) + 18 = 22
Fate points: 1d10 ⇒ 3
Power Armour History: 1d10 ⇒ 8

I had a crazy week at work, hopefully it'll get better now.

"Harsh words," Odenkirk mumbles clearly fighting with his temper. "I am a man of mine and will hold our agreement true." he states before turning his back to you and moving towards his men, ordering them to keep watch.

The next day you continue your journey, the weather is much colder now and the odd sheet of ice can bes seen floating in the sea besides you. Odenkrik grows tense and more and more focussed. The ice begins to concentrate as you approach a river emptying itself into the sea. Now the captain is fully focused on his task and you see why Thorn chose him. The heavily laden Frosthammer is expertly guided through the dangerous jagged ice as Odenkrik shouts his commands in norspik to the sailors while he himself is at the helm. This takes several hours before, he relinquishes the helm and you begin your passage up the river Taiga.

Had a hard week at work, but I hope the next will be better.

Odenkirk nods approvingly when Robert praises his skill this however vanishes as Vank speaks. Nadine's words brings a smile to his lips. "Yer' right right lass, we best be sailing north before something important dangles in the wind." With that the captain leaves you and takes the ship further north.

A few days pass as the journey continues along the coast. You sail during the day and rest during the night. Much of the comfort you experienced in the cardinal's manor is now gone. The open sky is unforgiving and more than on rain shower has plagued your sleep. There is little shelter on the Frosthammer and now room for a roaring fire. What little warmth that might be is gathered from a metal brazier mainly used for cooking.

Please write a short description on how you spend the next few days and nights.

Just a quick overview, mostly for my own benefit, but I am posting it to aid others in the thoughts on characters.

Torilgrey - Dark Angels - Assault Marine
BayouSnowman - Raven Guards - Techmarine
Nohwear - Space Wolves - Apothecary
Threeshades - White Scars - Assault Marine

I am somewhat at odds regarding what I would prefer to play. Let me get back on that.

Crazy week at work. It seems like we have enough to begin something more organized.

I was thinking standard creation save stat generation described above.

The link takes you to a direct download from fantasy flight games. The reason I ask is this tones down bolthers quite a bit compared to some of the weapons, which I like, but it is a matter of opinion. There are some other fixes in there that improves the game in my opinion.

I started out the classic way playing table top Warhammer Fantasy leading to 40k then switched to Inquisitor for some role-playing and finally to Deathwatch which I like a lot.

A quick question is anyone planing to make a leader focussed character?

My current thoughts have changed to an all-around tactical or a devastator. I am thinking either Ultramarines or Dark Angels.

Are we using the errata?

Do you know if any other rolls are spoken for?

Sounds exciting, what would you like to see from us? Concepts, full characters, with/out crunch?

My thoughts would be an apothecary, a devastator or a tactical marine

Some hours pass after you have separated yourself from the troublesome regime of Talingarde when Odenkirk approach you, "This' be it, we caught the great wind and it is taking us north. A mighty battle that was, but dangerous."

The arrow flies into the dark night sky and disappears from view. No sound is heard, it properly missed its intended target. Just as you prepare to turn in for the night the Odenkirk approaches you. "You bring bad luck," he states, continuing: "We should soon reach our destination and I will be glad to part ways with you."

I am not sure what to make of this, are you waiting for me to add a write-up or should we just end it here?

I am trying to understand some of the system and see what inspires me my initial thoughts are primary on a soldier who want's to continue working helping the US now that the wars are over, perhaps a dissapointed that some of the major conflicts have ended, but this is still at an early stage.

The flame sails over the midnight black sea and finds it mark. The creature cries out in pain but continues if flight, trying to increase the distance between it and you.

Updated level, save possible changes in Favoured Terrain

Odenkrik smiles a bit sourly as he quickly separates you from the sinking vessel. Once calm settles in among the sailors and their captain they return to guiding it further north away from Talingarde.

Drogan's magic lashes forth trying to bind the creature's capacity but mind is stronger than magic this time and it continues to put distance between you and itself. (80 ft. per round.)

Saving vs. Forbid action: 1d20 + 3 ⇒ (12) + 3 = 15

All right I don't have time today to do a descent write-up but to get thoughts and dice rolling I am looking for Deathwatch marines (Ordo Xenos)for the first segment which will be a short mission focussing mainly on combat. I have most books but prefer core and use the errata. Your options are point buy 110 points or rolling 12x 2d10, discarding 3 sets and placing them in you preferred order.

I don't have anybooks, but is an option to use?

As I wrote earlier on it can be towed but will slow you down.

The creature looks to the deck where all its companions lie shattered now slowly melting. Without a word it takes to flight and leaves as sudden as it appeared.

If you want to do something to prevent it, please try or else it will escape.

To be honest my impression was that not much interest was shown besides the two of you. If you are up for it I'll write up recruitment and then see how many applies. I'll be honest if it is only two or three then I won't run it.

Well that doesn't help much when different sources contradict eachother. I am going to rule that any and all spells that target and opponent constitutes an attack and thus breaks invisibility, summoning and such does not.

No problem Randu, I haven't been posting quickly either.

Randu's weapon strikes the ice creature heavily and a number of serious crack appears and the creature barely continues to stand. It tries to attack Randu but is unable to stretch with the injuries. The one atop the mast draws in a deep breath and exhales a dark cloud with glittering ice crystals. Zull is caught in it and the crystals rip and tear in his infernal flesh causing numerous small bleedings, something else in the cloud causes a new feeling, sickened (3 Rounds)

Attacking Randu: 1d20 + 4 ⇒ (6) + 4 = 10
Damaging Zull: 1d4 ⇒ 2
Zull saving: 1d20 + 7 ⇒ (2) + 7 = 9

I know absolutely nothing about ships. My thoughts are that you are able to tow the boat but it will slow you down and affects how easily the crew can handle the Frosthammer.

Another body falls to the deck as Vank slays the sailor. Odenkrik moves to strike another down but is stopped by Stanislav's appearance and words. He huffs heavily as he lowers his weapon. Shaking his head as if to clear it he tiredly looks at Stanislav. "It will be a difficult tow but can be done. It'll cost us time, how much do you have?"

The Cardinal didn't give you a set number of days, I'll leave it up to you to guess his thoughts on the matter.

By normal standards Vank's work is stomach turning, however stripping the bodies of the dead and alive yields its spoils. Mostly items of standard quality issued to a sailor or marine but the captain is a little better off and thus carries a little gold and a finely crafted longsword hammers into the blade are the words: "Our lord protects and guides."

22go, 1 master-crafted longsword, 1 breastplate, 1 heavy steel shield. Lots of leather armours, short bows arrows, spears.

Let me know if you are searching for anything specifically on the ship and if within reason it might very well be there.

Thomas there is no one to flank with. Vank slew his opponent and he is the only other friend on that boat on your initiative. So it is still a hit but no sneak attack and no bleeding as I understand it.

Having ripped the sword from the captain's hand just before, Stanislav now rips the life from him as his steel buries itself deeply in the chest crushing bone and severing blood vessels. Thomas quickly closes the distnace to the sailors on the other vessel his darting blade striking the prepared sailor with little effect. Odenkirk manages to charges another sailor and in his mighty rage almost cleave the man in half. Stepping carefully away from you the remaining four sailors drops their bows and begs for mercy. "Please... please stop.

All marines dead, the captain dead. 4 sailors dead.

Looking at the spell description it includes all spells targeting a foe as an attack.

My understanding was also that he was back, so I will wait for him to post.

No Thomas you have to move to either the captain or the sailors on the other vessel.

Stanislav can you use a disarm as an AoO?

Cutting down sailors left and right Vank fells yet another man. He must have scared the men to some degree as they are rather careful and Roberts bolt hits armour instead of man. Impressively enough the captain under much duress manages to shake of the ancient curse of Nadine's powers.

I am missing actions from Stanislav and Thomas.

Will vs. Evil Eye: 1d20 + 1 ⇒ (18) + 1 = 19

Does casting Suggestion count as a hostile action thus breaking invisibility, my first thought is yes?

The flame claims another victim and more water splashes to the deck at Drogan's feet. Erodin blade continues to drain the vital warmth from him biting into his hands. The mighty swing is however unaffected and shatters the ice-elemental in front of him, continuing finding nothing but empty air.

One left plus the creature in the mast. Randu, your turn.

Finally back, just started a new position in another town, so it has been quite hectic.

Effortlessly Vank passes the remaining marine and boards the inspection vessel. It is only now that the Hobgoblin stands on their ship that the ugly truth dawns on the remaining sailors, they are now the prey. He swings his weapon through one of the drawn bows and into the chest of its possessor. Unfortunately for Thomas his aim is more precise this time and the blade is well places in the kidney but missing the artery. Yanking his steel away the man still stands, then the bleeding starts and he joins his comrades on the deck. Stanislav moves to the spider covered captain and the swarm parts like water before a god as the glaive slices into the man's back. Odenkirk grips his axe thightly and his normal features gives way to the crazed look of a berserker. He launches himself towards the other ship. The remaining crew moves to the farthest end of the ship putting as much space between themselves and Nadine's magic. The beguiling words of the witch calls a sailor to his doom and one of the men moves past Vank without thinking, only towards his new mistress. Trying to control his turning stomach the captain pushes past Stanislav towards his subordinates murder burning in his eyes. Determined to save themselves the remaining sailors turn their bows on Vank, alas most is to shaken to hit but two manages to place their arrows in the Hobgoblin causing some damage. Vank 7 damage

Vank AoO on a sailor, if Vank misses the Thomas
Stanislav AoO on the captain.

I am only missing Robert's action this turn, let me know if I overlooked it.

All marines dead, 1 dead sailor on the inspection ship the captain still alive and kicking(25 damage, 2 str damage).


Resisting Nadine: 1d20 ⇒ 7
Captain vs. last round poison: 1d20 + 5 ⇒ (8) + 5 = 13
Captain vs. this round poison: 1d20 + 5 ⇒ (11) + 5 = 16
Captain vs. distraction: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d6 ⇒ 3
Attacking Vank: 1d20 + 2 ⇒ (7) + 2 = 9
Attacking Vank: 1d20 + 2 ⇒ (19) + 2 = 21
Attacking Vank: 1d20 + 2 ⇒ (9) + 2 = 11
Attacking Vank: 1d20 + 2 ⇒ (15) + 2 = 17
Attacking Vank: 1d20 + 2 ⇒ (6) + 2 = 8
Attacking Vank: 1d20 + 2 ⇒ (20) + 2 = 22
Confirming?: 1d20 + 2 ⇒ (3) + 2 = 5
Damage Vank: 1d6 ⇒ 4
Damage Vank: 1d6 ⇒ 3

Sorry I wash caught up at work just accepted a new job in a different town.

What are you missing from me? Have I missed Erodin's and Randu's posts?

Will vs. suggestion: 1d20 + 3 ⇒ (17) + 3 = 20

The magic infused word fly from your mouth up the mast to the creature, but while they are heard they somehow doesn't have the intended effect.

I miss read. No problem we'll retcon it your strike killed a man. That is three down.

No problem keep it.

The chill of the metal must be affecting Erodin's aim as the attack is way to high. The warm touch of Drogans flame melts the creature immediately leaving a puddle of water on the deck. The creature in the mast smiles and ignore your words. Randu's blade is warmer and thus perhaps easier to aim and his strike cleaves a large block of ice of one of the elementals. The remaining three slams heavy fists of ice into you but your armour protects you very well. Displeased with the actions of his servants the little creature atop the mast once again chants this time 3 arrowheads of pure force flies and digs into Drogan.8 Damage

Round 2 begin
Erodin take 1d4 ⇒ 1 cold damage or drop your weapon?


Attacking Randu: 1d20 + 4 ⇒ (1) + 4 = 5
Attacking Drogan: 1d20 + 4 ⇒ (9) + 4 = 13
Attacking Erodin: 1d20 + 4 ⇒ (10) + 4 = 14
Magic missile Drogan: 3d4 + 3 ⇒ (2, 2, 4) + 3 = 11

The order to attack has barely left Stanislav's lips before Vank spring into action. The Hobgoblin cuts down one of the marines following the captain onboard where he stands. Somewhat slower of the block Thomas draws a dagger and stabs it into the left kidney nicking the aorta on the way bleeding profoundly internally another marine falls to the deck. Stanislav is not quite as efficient and his weapon slides of the captain's armour leaving a shocked man behind adrenaline coursing through his veins. The foul whispers guided to the captain's ear from Robert seems to fester. The spiders quickly overwhelm the poor captain and small droplets of clear poison rolls from the hundreds of bites slowing his actions under the weight of his armour.

In short 2 of 4 marines down, 5 damage dealt to the captain who is poisoned, 2 str damage and under murderous command for his 1st turn.

No surprise actions for Odenkirk and crew. They will act in initiative order.

Quick question on Murderous command, the captain fail and has no ally within reach, and thus must move, is this without self preservation or can he withdraw towards it denying AoO? He will move on his turn since he has no action in the surprise round.

Round 1 begin

Vank 24
Thomas 15
Stanislav 15
Odenkirk and crew 14
Robert 9
Nadine 3
Men of Talingarde 2


Initiative, Vank: 1d20 + 4 ⇒ (20) + 4 = 24
Initiative, Thomas: 1d20 + 6 ⇒ (9) + 6 = 15
Initiative, Nadine: 1d20 + 1 ⇒ (2) + 1 = 3
Initiative, Robert: 1d20 + 3 ⇒ (6) + 3 = 9
Initiative, Stanislav: 1d20 + 2 ⇒ (13) + 2 = 15
Initiative, Men of Talingarde: 1d20 ⇒ 2
Initiative, Odenkirk and Sailors: 1d20 ⇒ 14
Will vs. Murderous command: 1d20 + 1 ⇒ (5) + 1 = 6
Fortitude vs. swarm: 1d20 + 5 ⇒ (1) + 5 = 6
Str dmg.: 1d2 ⇒ 2
Fortitude vs. Distraction: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d6 ⇒ 5

It is kind of tricky you are passing by the watchwall so technically you are crossing a border and they believe that entitles them to search you, who is right is a matter of debate.

I didn't take your words as a bluff Stanislav, the geography was poor wording on my part.

"Not many ships with good intentions sail north milady. Fewer sitting as heavy as yours do in the water. Where is this estate? I thought no civilised persons lived north of the wall," the captain responds and adds: "It would take long to search a ship as this, so let me begin and you will be on your way soon."

I forgot initiative for her.

No 8 on their own ship, 4 waits by the entry and the captain alone follows. You are still hiding right?

"Oh you are still in our waters," the captain retorts to Stanislav's statement.

Sense Motive: 1d20 + 4 ⇒ (16) + 4 = 20
Realising such a lady might have a purpose this far north Captain Sambryl reluctantly agree to follow her to a more isolated end of the Frosthammer. "Very well mylady," he confirms the request unalarmed by Robert's hidden message.

Escorting Nadine and ? to the farthest end of your ship the young captain remains watchful.

The creature broke stealth when it cast a spell. Feel free to look at the spoiler now.

Sadly Randu is troubled by irl, would one of you bot him for the time being?

Sense Motive: 1d20 + 4 ⇒ (9) + 4 = 13

There is five on the ship, the captain and four more. Eight sailors remain on the patrol ship, bows ready.

The captain doesn't respond very well to Stanislav's staement. Rather harshly he replies: "You are mistanken, this is Talingarde waters and I have all the authority needed. Now yield and let me continue my insepction." A little puzzled by Nadine's appearance he keeps chain of thoughts and continues: "This is an inspection as I said and you will have to wait until I am satisfied you aren't smugglers." A little more appreciative of Robert's suggestion he adds: "Listening to the young man would be a very wise idea."

Surprise Round
Chanting in a most peculiar language can suddenly be heard from the mast above you and temperature drops, it is as if Erdoins weapon begins to swallow all heat. The chanting is then dwarfed by the wood of the ship as 4 small creatures of living ice board.

Round 1 Begin

Erodin 21
Drogan 19
Randu 6
Monsters 6


Initiative, Monsters: 1d20 - 1 ⇒ (7) - 1 = 6
Initiative, Randu: 1d20 + 2 ⇒ (4) + 2 = 6
Initiative, Drogan: 1d20 + 1 ⇒ (18) + 1 = 19
Initiative, Erodin: 1d20 + 7 ⇒ (14) + 7 = 21
Initiative, Monsters: 1d20 - 1 ⇒ (18) - 1 = 17
Saving Chill Metal, Odenkirk: 1d20 + 6 ⇒ (15) + 6 = 21
Saving Chill Metal, Randu: 1d20 + 4 ⇒ (18) + 4 = 22
Saving Chill Metal, Erodin: 1d20 + 1 ⇒ (6) + 1 = 7

After going over the text again I found I misread the text it was +20 total for a modifier giving a DC of 40 with the roll above.

Just clear thins up, if Vank charges we enter combat and the option of diplomacy is gone, well rather meek to begin with.

It is during the day, later in the afternoon, there is a small breeze and a partially obstructed sun by changing clouds.

I am not joking the roll is +20 modfier from circumstance and +12 from skill, and for the sake of easing along I choose take 10, but a roll would have been Stealth: 1d20 + 12 + 20 ⇒ (20) + 12 + 20 = 52

I'll update when I am home by my books.

Xenos: 1
Malleus: 0

And the general consensus seems to be the option between point buy or rolling.

Your voyage continues north. On one of the nights a sudden cold snap set in and to shelter you from the cold the crew lights a few torches.

Perception DC 42:

A small creature, an ice mephit, closes in and lands in the top of the mast.

When the approaching vessel comes with in shouting distance you can hear the words: "Heave to, in the name of the king!" Complying captain Odenkirk and his men lowers the sail and awaits to be boarded. The Talingarde ship quickly close in and 5 men jumps onto the Frosthammer. Accompanied by 4 marines with spears the fifth a young muscular black haired man states: "I am Captain Sambryl who is in charge of this vessel?"

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