Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
About Paizo   Messageboards   News   Paizo Blog   Help/FAQ  
Search

Links
Shop
Recent Reviews

Pathfinder Battles—Heroes & Monsters: Half-Orc Barbarian
***** by FabulousJeremy

Pathfinder Society Scenario #2-19: Shades of Ice—Part III: Keep of the Huscarl King (PFRPG) PDF
*( )( )( )( ) by FabulousJeremy

Pathfinder Tales: Death's Heretic
***** by Dazrin Nightstrider

Pathfinder Society Scenario #3-21: The Temple of Empyreal Enlightenment (PFRPG) PDF
*( )( )( )( ) by Macharius

Warhammer 40,000—Only War RPG: Hammer of the Emperor Hardcover
**( )( )( ) by Baron Iveagh

Paizo People
RSS RSS RSS RSS Facebook Twitter Email

Villamar Koth

Grune the Scarred's page

74 posts. Alias of Fanguar.

RSS

Search Posts
Search Grune the Scarred's posts:

1 to 50 of 74 << first < prev | 1 | 2 | next > last >>

Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

Rage off

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


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

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


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

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


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

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.


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

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.


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

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.


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

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.


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

"Well shall we get this over with?"


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

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


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

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

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


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

"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?


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

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


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

Grune gives the mage the old squint eye,

Perception: 1d20 - 1 ⇒ (20) - 1 = 19


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

Who doesn't love pie?

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


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

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


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

@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.


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

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


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

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?"


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

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."


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

Swim: 1d20 + 5 ⇒ (18) + 5 = 23


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

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


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

"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.


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

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


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

Round 2: Init:18

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


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

Great, thanks for the clarification

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


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

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?


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

Ref Save: 1d20 + 6 ⇒ (7) + 6 = 13

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


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

"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."


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

"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.


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

"My Lord is most generous."

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


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

"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.


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

No worries Revial. Thanks for letting us know.

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


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

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


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

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


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

"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?


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

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

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


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1
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.


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

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.


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

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


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

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

@Brehna: Grune is in melee range.


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

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.


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

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).


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

Initiative:1d20 + 2 ⇒ (20) + 2 = 22

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


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

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."


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

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.


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

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."


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

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

Int:1d20 + 2 ⇒ (6) + 2 = 8


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

Hence the call for Will checks...

"Careful, it might be a trap."

Grune places himself between the children and the illusory druid.


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1
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."


Human Barbarian (Urban Barbarian/Invulnerable Rager) 1 hp 16/16, Rage 6/7, AC 16(T12/FF14), Init +2, Perc +5. F+5/R+2/W+1

@Metalbeard: "Sigil isn't particularly kind to the dispossessed, if we are going to help them, we should to so here."

"I guess would could spare a few days to escorte these folks. This plane doesn't seem too dangerous."

1 to 50 of 74 << first < prev | 1 | 2 | next > last >>



©2002–2013 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Publishing, LLC, and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.