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
"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
@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
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
"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
"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.
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.
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
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).