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Grune the Scarred's page

75 posts. Alias of Fanguar.


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I toss my hat into the ring.

A CG Half-Orc Inquisitor of Sarenrae with the unhappy childhood(religious) background trait.

Background:

Grune's first memories are of the streets. Scavenging for food among the refuse heaps and living in a state of constant fear. In such a desperate situation, the offer of regular meals and a roof over his head in return for what was said would be “a little light work” had been too good a promise to pass up and that's how Grune ended up spending most of his childhood as one of Gaedren’s enslaved orphans.

Salvation had come in the form of a worn and battered holy symbol of Sarenrae that Grune had stumbled upon. Sarenrae was a well know deity among the city's less fortunate inhabitants and curious, and more than a little desperation, cause him to seek out a local temple. When Gaedren found out, his rage was enormous and beaten within an inch of his life and his limp body and broken holy symbol were tossed onto the trash heap, like so much other garbage.

Somehow Grune, survived and in a half conscious state made his way back to the temple where the clergy took him in. He never left.

Now a grown man, Grune serves the church as an inquisitor, helping to spread justice among the poorer quarters of the city. He has a soft spot for the street urchins that still infests the streets and often provides them with safe lodging for the night. He has also devoted his life to saving those poor unfortunate children like him, who are still in the clutches of Gaedren and over the years he has helped more than one escape. He hates that old man and would give much to see his filth swept from the streets.


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

Rage off

Grune follows along, somewhat disappointed by the under-appreciation of his feat of strength


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

Grune charges down to the caravan, his adrenalin pumping, (Rage on, STR bonus), and grabbing a wagon he begins to drag it away from the flames.

STR check: 1d20 + 6 ⇒ (12) + 6 = 18


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

Grune get up and dusting himself off, get ready to continue the journey.


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

Grune helps to unload the caravan before trying to find a piece of shade to doze away the day. He keeps his weapon unsheathed an near at hand It's been years since he's been away from the bustle of the city and the empty expanse of the desert makes him uneasy.


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

Well we do have an elf in our midst, so ages probably don't matter that much.

Grune is a little slow. Not necessarily stupid, but it takes him a little longer to get there. As such, he tends to be a little on the quiet side. He's bigger and stronger than most people and though not particularly mean spirited, he's never been adverse to using his size to get what he wants.

His first response to conflict is violence and bears the scars of every fight with pride. In brief, not a talker, not a negotiator and likes to hit things.


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

Other than finalizing the background, which I'm pretty much ok with whatever we decide, (and adding another trait), I'm ready to hit things with my big sword.


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

So as a human, halfling and elf, probably wont all be siblings, shall we just go the orphaned youth route, or the escaped/freed slave route? I guess Haleen could just be the type that took in strays and that way either background works. In any case, these 3 PC's will start off knowing each other.

I think I'll go with the runaway slave route myself.


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

"Well shall we get this over with?"


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

No knowledge local here. I'm good with just getting the next key.


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

Sorry guys, didn't see that we were back up and playing

"Well that was weird, and in Sigil that's saying something..."


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

"So you and your buddies created sentient plants that now what to obliterate all animal life? Well done. Seems like the kind of thing that might he powers that be a touch riled up. So why aren't you guys working to stop these homicidal plants?


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

Grune tags along, curious to see where this is going.


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

Grune gives the mage the old squint eye,

Perception: 1d20 - 1 ⇒ (20) - 1 = 19


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

Who doesn't love pie?

Grune's never one to pass up pie and also enters the shop.


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

Grune is going to invest in a pair of Goggles of Night(12k gp) because sometimes you have to wear you sunglasses at night.


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

@Jarun; Endure elements. It's almost guaranteed that one of these times we're going to step through a portal and end up in an elemental plane, desert or something equally uncomfortable.


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

@Runt: "Local slang for money. Berk, cutter, dead book, you'll get used it."


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

I'm game for splitting the reward evenly with Runt and Jarun. It's 12 000 gp for a 6 way split.

"I usually just hit things for a living, but they definitely did something to the water, whether magical or mundane, I couldn't say. So, Tippy Toes, do you have another portal key for us?"


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

Grune fishes out the orb and passes it to the dragon

"Here you go big guy. Nice enough place, if you don't mind the doomsday duid cults and trees that try to eat you."


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

Swim: 1d20 + 5 ⇒ (18) + 5 = 23


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

Ref(DC5): 1d20 + 6 ⇒ (1) + 6 = 7Ha! Failed!


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

"Up the stairs everyone, time to get out of here.

Grune will run up the stairs, heading for the room that they first appeared in.


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

So just to clarify, everyone but Jaurn is in the house and he is currently under the effects of fear?


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

Round 2: Init:18

Grune will double move into the house and begin heading to the room with the portal.


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

Great, thanks for the clarification

Grune disengages himself from combat and retreats towards the mannor house. Withdrawal action.


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

Initiative: 1d20 + 2 ⇒ (16) + 2 = 18

So is Brehna is being grappled?

Will save: 1d20 + 4 ⇒ (1) + 4 = 5 so I would be feared....Shaken or Panicked?


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

Ref Save: 1d20 + 6 ⇒ (7) + 6 = 13

"Let's make a run for the manor. Time to go."


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

"Nothing is ever easy. Is Tippy Toes' gizmo charged up yet? Not much point in leaving if we just have to come back."

Knowledge(nature): 1d20 + 5 ⇒ (16) + 5 = 21

"Ugg, Quickwood. They're tough customers normally, but someone's been messing with these ones. They're moving faster than any tree has right to be."


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

"Welcome aboard our mad jaunt across the multiverse, my good fellows. Hopefully it makes rich before it puts our names in the dead book."

Grune fills the newcomers in on the nature of their contract with Mr. Tippy Toes.


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

"My Lord is most generous."

That is quite the extravagant bow. Also will buy some boots of speed with the gems.


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

"I'm not so eloquent as my metal friend your highness and my needs are far simpler, if more crass. Hard currency would be a good enough reward for me, though I can't say it did much to earn it. Or maybe a good bow. Could've used one of those earlier.

I'm still here, sorry for being a little flaky lately. So we that's 14000gp each right? On top of the share the 18 000gp from Mr. Tippy Toe when we get back to Sigil? For level 7, HP: 1d10 + 2 ⇒ (9) + 2 = 11 everything else is updated, just need to buy stuff.


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

No worries Revial. Thanks for letting us know.

I think we are going to need a replacement, preferably some sort of martial class.


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

Grune emphatically shouts for the guards (and Brehna) to shoot at the advancing cloakers.


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

Grune adds buying a bow, to his mental list of things do if they ever get out of here.


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

"Get the kids under cover. Revial see if you can disuade their advance with a couple of well placed shots. Do we have any magical artillery that can take them down? "

Grune coils his whip and pulls out the sword he was given.

Did we lose our wizard?


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

Grune squints up at the approaching things, trying to think if he has seen them before.

Knowledge(planes):1d20 + 11 ⇒ (7) + 11 = 18


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7
Bastille Targarian wrote:
It's worth noting that you cannot trip lock someone. When they provoke the AoO they already are prone so you would just knock them prone then they would finish their provoking action, meaning they would simply stand up.

On closer inspection, you are correct. So, if it is carrying a weapon make the AOO a disarm at a 21 to hit, if not just make it a standard AOO, with a 19 to hit for 1d3 + 8 ⇒ (3) + 8 = 11, also forgot about the inspire courage, so that is a 27 and 17 to hit for the attacks themselves.


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

Round 2, Init: 22

Grune lashes out with his his whip:

Full attack: Attack 1: 1d20 + 15 ⇒ (10) + 15 = 25
Full attack: Attack 2: 1d20 + 10 ⇒ (5) + 10 = 15
Damage 1(slashing):1d3 + 8 ⇒ (1) + 8 = 9
Damage 2(slashing):1d3 + 8 ⇒ (3) + 8 = 11

If the beast tries to stand up, Grune will attempt to pull it down again:
Attack of Opportunity 1(trip): 1d20 + 23 ⇒ (2) + 23 = 25
Attack of Opportunity 2(trip): 1d20 + 23 ⇒ (8) + 23 = 31

For reference:

Prone:
The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.

Standing up is a move-equivalent action that provokes an attack of opportunity.


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

Metalbeard, all bards should have to use limericks to apply bardic performance bonuses. Tip of the hat to you sir.


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

No worries Pain, there are a lot of rules to keep track of in this game ;).

@Brehna: Grune is in melee range.


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

Revial is right. Also, (not that it matters with that roll), Trip attacks are against CMD, so no rolls required.

Combat Maneuver Defense:

Each character and creature has a Combat Maneuver Defense (or CMD) that represents its ability to resist combat maneuvers. A creature's CMD is determined using the following formula:

CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier + miscellaneous modifiers

Special Size Modifier

The special size modifier for a creature's Combat Maneuver Defense is as follows:

Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8.

Some feats and abilities grant a bonus to your CMD when resisting specific maneuvers.

Miscellaneous Modifiers

A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD. A flat-footed creature does not add its Dexterity bonus to its CMD.


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

Round 1

Seeing the lumbering giant wreaking havoc, Grune rushes forward to try to slow it down. He lashes out with his whip (from 10ft away) and tries to topple the beast.

Trip: 1d20 + 23 ⇒ (16) + 23 = 39

If he falls, anyone who is threatening it gets an attack of opportunity (Greater Trip).


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

Initiative:1d20 + 2 ⇒ (20) + 2 = 22

So it's a large creature, as in size category, that is?


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

At Brehna's cry, Grune lashes out with his whip trying to knock the cup out of the nun's hand.

Disarm(15ft reach):1d20 + 17 ⇒ (6) + 17 = 23

"Something's wrong with water. Probably, best no to drink it."


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

Never one to look a gift sword in the mouth, Grune graciously accepts the sword.

"It's not really my thing, but if I didn't take it, I'm sure I would need it before long."

For the moment, Grune is content to sit back and see how this all plays out.


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

Grune puts himself between the kids and the plant, readying to strike out if it gets into range.

"Keep moving kiddies, we wont let the big bad thingy hurt you."


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

How big is this arm and how fast is it moving.

Int:1d20 + 2 ⇒ (6) + 2 = 8


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7

Hence the call for Will checks...

"Careful, it might be a trap."

Grune places himself between the children and the illusory druid.


Half-orc Inquisitor 1 AC 18/12/16 / HP 10/10 / F +5 R +3 W +5 / Init. +4 / Perc. +6 / Sense Motive +7
Bastille Targarian wrote:
How are we supposed to protect this many children. That is our only hurdle as I'm quite sure we could make the journey ourselves without problem.

"We go quickly and quietly, and if this plane has day/night cycles, we should travel at night."

@The Nuns: "Can you get the children ready to travel? If we are going to leave, we should do so before anyone comes looking for these fellows"

@Metalbeard: "Hey big fella, I think you got a little bit of druid on your chin there."

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