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The Manyfaced One

Genryu Yeegar's page

127 posts. Alias of Lazaro.


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You bet I do

Warden Fury (immediate) on Drzak, 1d20+26=30 vs Fortitude; Damage 4d6+26=42, Drzak grants combat advantage to me and my allies until the end of your next turn. Miss: You deal 8 damage to your original target


Rev just a reminder that Drzak is marked my me.

Rev

Spoiler:

And not still not sure about it, but if Theren does count as enemy while dominated he's marked as well.

Shift to J18. Second wind putting me at 127hp (not bloodied), also Earthen Strength gives me an additonal +8 bonus to my AC. The bonus lasts until the end of your next turn.


Without a word the aged man slams his maul into his foe.

Curtain of Steel (immediate) on Drzak, 1d20+26=37; Damage 6d6+41=59, Miss: You deal 8 damage to your original target; see hammer rhythm

Bloodied and sitting at 76hp


Wind howls around the old man. Challenging all around to battle.

Natures Wrath (minor), marking all adjacent enemies.

Genryu brings his hands together, as he does giant vines leap from the earth at Drzak.

Eager Vine Strike on Drzak, 1d20+26+2=38; Damage 4d6+41=51, Drzak target is immobilized until the end of my next turn. Earthstrength: Until the end of my next turn, Drzak also takes a -8 penalty to AC and Reflex. Miss: I deal 8 damage to Drzak; see hammer rhythm. Bloodcut property drops me to 127hp.

Shift to J17


"Hmph"

Cleansing Earth (Immediate action), Save vs Immobilization 1d20+8=25


Rev DM wrote:

Genryu marches forward. Unless that maul is a reach 2 weapon, you can't hit him from J18. You'd have to be at I18, which is where I've put you. If so, you are immobilised (se), and the zone counts as difficult terrain.

Unusual Reach

Your melee reach increases by 1.


"Enough" his voice feels as if it shakes the very earth.

"This has gone on long enough. Can't believe you're making an old man draw his weapon, HMPH" he slowly walks toward Theren and Drzak.

"Let me introduce myself. Though I doubt you'll have time to remember it." He reaches into his bag and draws a massive maul.

"I am Commander of the Nentir military squads, Genryuu Yeegar"

With that he slams the steel head into the ground.

Minor draw; Move to J18; Howling Strike on Drzak, 1d20+26=39; Damage 4d6+3d6+41=67, if the attack misses I do 8 damage due to hammer rhythm. Genryuu also takes 5 damage due to his weapons bloodclaw property (puts me at 200 hp).


Genryuu stands and waits patiently. As if waiting for the right time to strike.

Total Defense again.


Genryuu moves slowly and observes the fight.

Move to L18; Total Defense


Hey Genryuu always meant to go last. Better to observe the enemy and know their strengths then barreling head long into the unknown


Perception 1d20+18=32; Insight 1d20+13=26

Initiative 1d20+11=13, place me R18

Genryu stands quietly in the back observing.


Genryu nods as his companion leaves through the portal.

"We don not have the time bid our friend a farwell. Our duties lay ahead."


Genryuu approaches with the others, his eyes scanning the area.

Perception 1d20+18=23


No questions from the old Goliath. Time for investigating not words


Genryu lifts his mug and takes a drink.

"It seems are constant barrage of questions are sending the poor girls mind spinning. I say we enjoy our time here and leave to the Keep tomorrow."


Take your time. We're not going anywhere

Genryu sits quietly drinking his beverage.


"Whomever sent this letter obviously knows us, Sir Keegan, and that we would be coming to Winterhaven. We should set out to the keep mmediately to find out what is going on."


Taking the note he quickly reads it, "Hmph."

He motions for one his squad members, "Take yourself and one other back to Fallcrest. Until we know what is happening all squads will be on alert. The remaining two will stay in Winterhaven to help in it's protection while I investigate this matter."

With a nod all four leave the tavern to there assigned jobs. Genryuu pass the letter on to Theren.


The old man enters the establishment, following close behind four members of his personal military squad accompany him. He nods in acknowledgement to the Amos and his comrades.

Taking a seat near the end of the table he sheds one the many robes covering his body.


Genryu conitnues to enjoy his mug of mead. Surrounding him four members of his military group. Every so often a new bringing hos new information.


Genryu sits enjoying his mug of mead

Finally done. Took me long enough and he isn't my prettiest writeup but it'll do. Took noble and military for backgrounf choices.


Radavel

Spoiler:

Can you give us some info on the place we're meeting at? Town, whatever.

Ripping page from Bleach and froim what you said earlier I'm thinking of having Genryu the head of the town militia or maybe something even bigger depending on what we can work out (Yama-ji created the Shinigami Academy). Perhaps this is a town the groups saved long ago and Genryu decided to remain. I like the idea of an 80-90 year old man wiping the next generation into shape!

All that's left is backgound info:

Genryu:

Spoiler:

The damage from the bloodclaw property has been added into the damage, hence why it's so high. Mostly I'll always be using it unless I post otherwise

Goliath Warden Stoneblessed Demigod Level 22
Male Medium natural humanoid
Initiative +10 Senses Passive Perception 28; Passive Insight 23; Perception +18
HP 205 (43+162), Currently 205, Temp ; Bloodied 102
Healing Surges 17/day, Currently 17 ; Regain 51 hit points
AC 38; Fortitude 36, Reflex 29, Will 31; see mountian's tenacity and robust defenses
Speed 6
Action Points 1, Currently 1

+5 Bloodclaw Maul (At-Will) * Weapon
Melee 2; +26 vs. AC; 4d6 + 41 damage.
Critical: +5d6 damage.
Power (At-Will): Free Action. Use this power before
making a melee attack on your turn. You take 5 damage.
This damage cannot be reduced or prevented in any way. If
you hit, increase the damage your target takes by double
the amount of damage you took, triple if you are wielding
the weapon in two hands.
Miss: You deal 8 damage to your original target; see hammer rhythm
Special: You can use an unarmed attack as a weapon to
make a melee basic attack.

Warden’s Fury (At-Will) * Primal, Weapon
Immediate Interrupt; Melee 2
Trigger: An enemy marked by you makes an attack that
does not include you as a target
+26 vs. Fortitude; Hit: 4d6 + 41 damage, and the target grants
combat advantage to you and your allies until the end
of your next turn.
Miss: You deal 8 damage to your original target; see hammer rhythm

Warden’s Grasp (At-Will) * Primal
Immediate Reaction; Close burst 5
Trigger: An enemy marked by you that is within 5 squares of
you makes an attack that does not include you as a target
You slide the target 1 square. The target is slowed
and cannot shift until the end of its turn.

Howling Strike (At-Will) * Primal, Weapon
Requirement: You must be wielding a two-handed weapon.
Melee 2; +18 vs. AC; 4d6 + 3d6 + 41 damage.
Miss: You deal 8 damage to your original target; see hammer rhythm
Special: When charging, you can use this power in place of a
melee basic attack. If you are raging, you can move 2 extra squares
as part of the charge.

Weight of Earth (At-Will) * Primal, Weapon
Melee 2; +18 vs. AC; 4d6 + 41damage, and
the target is slowed until th e end of your next turn.
Miss: You deal 8 damage to your original target; see hammer rhythm

Stone’s Endurance (Encounter, Minor)
You gain resist 15 to all damage until the end of your
next turn. You gain 19 temporary hit points.
When stone’s endurance ends, you gain resist 10 to
all damage until the end of your next turn.

Curtain of Steel (Encounter) * Primal, Weapon
Immediate Reaction Melee 2
Trigger: An enemy adjacent to you hits or misses you
+18 vs. AC; 6d6 + 41 damage.
Miss: You deal 8 damage to your original target; see hammer rhythm

Mountain Sweep (Encounter) * Weapon
Melee 2; One or two creatures; +18 vs. AC; 4d6 + 49 damage.
Miss: You deal 8 damage to your original target; see hammer rhythm

Storm of Blades (Encounter) * Primal, Weapon
Melee 2; +26 vs. AC; 2d6 + 41 damage.
Then repeat the attack against the target or against another
creature within reach. You can make the attack 8 times.
Miss: You deal 8 damage to your original target; see hammer rhythm

Eager Vine Strike (Encounter) * Primal, Weapon
Melee 2; +26 vs. AC; Hit: 4d6 + 41 modifier damage,
and the target is immobilized until the end of your next turn.
Earthstrength: Until the end of your next turn, the target
also takes a -8 penalty to AC and Reflex.
Miss: You deal 8 damage to your original target; see hammer rhythm

Oak Hammer Rage (Daily) * Primal, Rage, Weapon
Melee 2; +26 vs. AC; 6d6 + 41 damage,
and you knock the target prone.
Miss: Half damage.
Miss: You deal 8 damage to your original target; see hammer rhythm
You enter the rage of the oak hammer. Until the
rage ends, whenever you hit a target with a melee attack,
you knock that target prone. If that target is already
prone, the attack instead deals 8 extra damage

Form of the Stonecrusher (Daily, Minor) * Polymorph, Primal
You assume the guardian form of the stonecrusher until the end
of the encounter. While you are in this form, you gain a +2 bonus to AC.
If you are pulled, pushed, or slid, you can reduce the distance of the forced
movement by 2 squares.
Once during this encounter, you can make the following
weapon attack while you are in this form.
Close burst 1; Each enemy in burst you can see; +26 vs. AC;
2d6 + 41 damage, and the target is immobilized (save ends).
Miss: Half damage.
Miss: You deal 8 damage to your original target; see hammer rhythm
You knock the target prone.

Hydra Rage (Daily) * Primal, Rage, Weapon
Melee 2; +26 vs. AC; 8d6 + 41 damage, and the target
is dazed (save ends).
Miss: Half damage.
Miss: You deal 8 damage to your original target; see hammer rhythm
You enter the rage of the hydra. Until the rage ends,
once per round when you make an attack that misses,
you can make a melee basic attack as a free action.

Avalanche Assault (Daily) * Stance, Weapon
Melee 2; +26 vs. Fortitude; 8d6 + 41 damage.
Miss: Half damage.
Miss: You deal 8 damage to your original target; see hammer rhythm
You assume the stance of the avalanche. Until the
stance ends, you can move through an enemy’s space if
that enemy is your size or smaller, and you gain a +8 bonus
to the damage rolls of your at-will attacks

Mountain Lion Step (Encounter, Minor) * Primal
You ignore difficult terrain until the end of your
next turn.

Bear’s Endurance (Daily) * Healing, Primal
Immediate Interrupt; You drop to 0 hit points or fewer
You regain hit points as if you had spent a healing
surge.

Earthstride (Encounter) * Primal, Teleportation
You teleport 14 squares.

Cleansing Earth (Encounter) * Primal
Immediate Reaction; You are subjected to
an effect that a save can end.
You make a saving throw against the triggering
effect, with a +8 power bonus to the saving throw.

Wellspring of Life (Daily, Minor) * Healing, Primal
You spend a healing surge. In addition, you gain
regeneration 13 until the end of the encounter.

Enhanced Font of Life
At the start of your turn, you can make a saving throw
against one effect that a save can end. On a save, the
effect immediately ends, preventing it from affecting
you on your current turn. If you save against being
stunned or dazed, you can act normally on your turn.
If you save against ongoing damage, you avoid taking
the damage. You gain a +1 bonus to this roll.
If you fail the saving throw, you still make a saving
throw against the effect at the end of your turn.

Earthstrength
While you are not wearing heavy armor, you can use
your Constitution modifier in place of your Dexterity
or Intelligence modifier to determine your AC.
In addition, when you use your second wind, you gain
an additional +8 bonus to AC. The bonus lasts
until the end of your next turn.

Nature’s Wrath
Once during each of your turns, you can mark each
adjacent enemy as a free action. This mark lasts until
the end of your next turn.
In addition, you gain the warden’s fury and warden’s
grasp powers. You can use these powers against
enemies to prevent them from harming those you
protect.

Mountain’s Tenacity
You have a +1 racial bonus to Will.

Powerful Athlete
When you make an Athletics check to jump or climb,
roll twice and use either result.

Berserker’s Fury
Once per day as a free action, you can gain a +2
bonus to damage rolls until the end of the encounter.

Stonehide Action
When you spend an action point to take an
extra action, you also gain a +2 bonus to AC
until the end of your next turn.

Unusual Reach
Your melee reach increases by 1.

Mountain Crush
Whenever you score a critical hit with a two-handed
weapon, the attack deals extra damage equal to
twice your Constitution modifier.

Divine Spark
Increase two ability scores of your choice by 2 each.

Hammer Rhythm
If you miss with a melee attack with a
hammer or a mace and you wouldn’t otherwise still
deal damage on the miss, you deal 8 damage to your
original target. This damage receives no modifiers or
other benefits you normally gain to weapon damage.

Earthstrength Resolve
When any enemy marked by you makes
an attack that doesn’t include you as a target, you
gain 8 temporary hit points.

Robust Defenses
You gain a +2 feat bonus to Fortitude,
Reflex, and Will.

Second Wind (Standard; Encounter) * Healing
Spend a healing surge and regains 51 hit points. Gain a
+2 bonus to all defenses and +8 bonus to AC until the
end of your next turn.

Feats beserker's fury [1st], goliath greatweapon prowess [2nd], novice power [4th], toughness [6th], power attack [8th], adept power [10th], armor specialization (hide) [11th], hammer rhythm [12th], weapon expertise (hammers, +2 to attack) [14th], earthstrength resolve [16th], enhanced font of life [18th], unyeilding stone [20th], ancient stone[21st], robust defenses [22nd]
Background
Alignment Unaligned Languages Common, Giant
Skills athletics +26, endurance +24, heal +18, nature +20, perception +18
Str 26 Dex 8 Wis 14
Con 26 Int 14 Cha 12
Equipment +5 bloodclaw maul [23rd], +4 bloodcut darkhide [22nd], +4 cloak of walking wounded [21st], bag of holding, belt of blood, boots of freedom of movement, everlasting provisions, gauntlets of destruction [18th], standard adventure's kit, 11,360 gp


Genryu contiunes to sit and as the youngsters finsih their preperations.



The old man sits quietly at the table watching the young pups go about their business.

Not done, but here's a rough idea of what we're dealing with

Spoiler:

Goliath Warden Stoneblessed Demigod Level 22
Male Medium natural humanoid
Initiative +11 Senses Passive Perception 28; Passive Insight 23; Perception +18
HP 190 (43+147), Currently , Temp ; Bloodied 95
Healing Surges 17/day, Currently 16 ; Regain 47 hit points
AC 29; Fortitude 30, Reflex 23, Will 25; see mountian's tenacity
Speed 6
Action Points 1, Currently 1

Warden’s Fury (At-Will) * Primal, Weapon
Immediate Interrupt Melee 2
Trigger: An enemy marked by you makes an attack that
does not include you as a target
Strength vs. Fortitude; Hit: 2[W] + Strength modifier damage,
and the target grants combat advantage to you and your
allies until the end of your next turn.

Warden’s Grasp (At-Will) * Primal
Immediate Reaction Close burst 5
Trigger: An enemy marked by you that is within 5 squares of
you makes an attack that does not include you as a target
Effect: You slide the target 1 square. The target is slowed
and cannot shift until the end of its turn.

Howling Strike (At-Will) * Primal, Weapon
Requirement: You must be wielding a two-handed weapon.
Melee 2; Strength vs. AC; 2[W] + 3d6 + Strength modifier damage.
Special: When charging, you can use this power in place
of a melee basic attack. If you are raging, you can move 2
extra squares as part of the charge.

Weight of Earth (At-Will) * Primal, Weapon
Melee 2; Strength vs. AC; 2[W] + Strength modifier damage,
and the target is slowed until the end of your next turn.

Stone’s Endurance (Encounter, Minor)
You gain resist 15 to all damage until the end of your
next turn.

Curtain of Steel (Encounter) &#10022; Primal, Weapon
Immediate Reaction Melee 2
Trigger: An enemy adjacent to you hits or misses you
Strength vs. AC; 3[W] + Strength modifier damage.

Mountain Sweep (Encounter) * Weapon
Melee 2; One or two creatures; Strength vs. AC;
2[W] + Strength modifier + Constitution modifier
damage.

Storm of Blades (Encounter) * Primal, Weapon
Melee 2; Strength vs. AC; 1[W] + Strength modifier damage.
Then repeat the attack against the target or against another
creature within reach. You can make the attack 8 times.

Eager Vine Strike (Encounter) * Primal, Weapon
Melee 2; Strength vs. AC; Hit: 2[W] + Strength modifier damage,
and the target is immobilized until the end of your next turn.
Earthstrength: Until the end of your next turn, the target
also takes a -8 penalty to AC and Reflex.

Oak Hammer Rage (Daily) * Primal, Rage, Weapon
Melee 2; Strength vs. AC; 3[W] + Strength modifier damage,
and you knock the target prone.
Miss: Half damage.
Effect: You enter the rage of the oak hammer. Until the
rage ends, whenever you hit a target with a melee attack,
you knock that target prone. If that target is already
prone, the attack instead deals 8 extra damage

Form of the Stonecrusher (Daily, Minor) * Polymorph, Primal
Effect: You assume the guardian form of the stonecrusher until the end
of the encounter. While you are in this form, you gain a +2 bonus to AC.
If you are pulled, pushed, or slid, you can reduce the distance of the forced
movement by 2 squares.
Once during this encounter, you can make the following
weapon attack while you are in this form.
Close burst 1; Each enemy in burst you can see; Strength vs. AC;
1[W] + Strength modifier damage, and the target is immobilized (save ends).
Miss: Half damage.
Effect: You knock the target prone.

Hydra Rage (Daily) * Primal, Rage, Weapon
Melee 2; Strength vs. AC; 4[W] + Strength modifier damage,
and the target is dazed (save ends).
Miss: Half damage.
Effect: You enter the rage of the hydra. Until the rage ends,
once per round when you make an attack that misses,
you can make a melee basic attack as a free action.

Avalanche Assault (Daily) * Stance, Weapon
Melee 2; Strength vs. Fortitude; 4[W] + Strength modifier damage.
Miss: Half damage.
Effect: You assume the stance of the avalanche. Until the
stance ends, you can move through an enemy’s space if
that enemy is your size or smaller, and you gain a +8 bonus
to the damage rolls of your at-will attacks

Mountain Lion Step (Encounter, Minor) * Primal
Effect: You ignore difficult terrain until the end of your
next turn.

Bear’s Endurance (Daily) * Healing, Primal
Immediate Interrupt; You drop to 0 hit points or fewer
Effect: You regain hit points as if you had spent a healing
surge.

Earthstride (Encounter) * Primal, Teleportation
Effect: You teleport 14 squares.

Cleansing Earth (Encounter) * Primal
Immediate Reaction; You are subjected to
an effect that a save can end.
Effect: You make a saving throw against the triggering
effect, with a +8 power bonus to the saving throw.

Wellspring of Life (Daily, Minor) * Healing, Primal
Effect: You spend a healing surge. In addition, you gain
regeneration 13 until the end of the encounter.

Font of Life
At the start of your turn, you can make a saving throw
against one effect that a save can end. On a save, the
effect immediately ends, preventing it from affecting
you on your current turn. If you save against being
stunned or dazed, you can act normally on your turn.
If you save against ongoing damage, you avoid taking
the damage.
If you fail the saving throw, you still make a saving
throw against the effect at the end of your turn.

Earthstrength
While you are not wearing heavy armor, you can use
your Constitution modifier in place of your Dexterity
or Intelligence modifier to determine your AC.
In addition, when you use your second wind, you gain
an additional bonus to AC equal to your Constitution
modifier. The bonus lasts until the end of your
next turn.

Nature’s Wrath
Once during each of your turns, you can mark each
adjacent enemy as a free action. This mark lasts until
the end of your next turn.
In addition, you gain the warden’s fury and warden’s
grasp powers. You can use these powers against
enemies to prevent them from harming those you
protect.

Mountain’s Tenacity
You have a +1 racial bonus to Will.

Powerful Athlete
When you make an Athletics check to jump or climb,
roll twice and use either result.

Berserker’s Fury
Once per day as a free action, you can gain a +2
bonus to damage rolls until the end of the encounter.

Stonehide Action
When you spend an action point to take an
extra action, you also gain a +2 bonus to AC
until the end of your next turn.

Unusual Reach
Your melee reach increases by 1.

Mountain Crush
Whenever you score a critical hit with a two-handed
weapon, the attack deals extra damage equal to
twice your Constitution modifier.

Divine Spark
Increase two ability scores of your choice by 2 each.

Second Wind (Standard; Encounter) * Healing
Spend a healing surge and regains 47 hit points.
Gain a +2 bonus to all defenses, plus +8 to AC until
the end of your next trun.

Feats beserker's fury, novice power [4th], adept power [10th] (14)
Alignment Unaligned Languages Common, Giant
Skills athletics +26, endurance +24, heal +18, nature +20, perception +18
Str 26 Dex 8 Wis 14
Con 26 Int 14 Cha 12
Equipment one (1) 23rd level item; one (1) 22nd level item; and one (1) 21st level. Plus gold equivalent to the cost of 21st level item


The old man walks onto the seen, his age betraying his true skill and power.


Pokes the thread before moving on...

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