Kullen

Karrik's page

387 posts. Alias of Eben al'Jol.


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DAPPER HALF-ORC MAGUS

Sorry to hear about your girl, Cyn... as well as your marriage, Helaman.

I've never experienced either of those things, but I sure hope pleasant times are ahead for you both.

And I'm still here (obviously). There's no rush from me. I enjoyed this game, but I'd hope we can get it rolling again once everyone (especially you, Cyn) are really able to get into it and enjoy it.


DAPPER HALF-ORC MAGUS

Glad to hear you're getting some gaming fun in, Cyn. Only stories i have are from an online arena-style game... fun stuff.


DAPPER HALF-ORC MAGUS

Oof.. sorry to hear about your hospital-ly thing.


DAPPER HALF-ORC MAGUS

Good match. In retrospect, I should have put the whip to better use, but what are you going to do?


DAPPER HALF-ORC MAGUS

Well, there you go. I think that's kind of dumb, but it seems fairly cut and dried.


DAPPER HALF-ORC MAGUS

Shamans Apprentuce alternate racial feature, then taking DieHard. And I'd expect Diehard treats lethal and Nonlethal damage the same. So Karrik can continue fighting, though he's prone and i think it's still your turn.


DAPPER HALF-ORC MAGUS

Wait! Not so fast... I forgot, Karrik's Diehard (the feat)!

So let's get this figured out. Is Karrk fatigued or Shaken? It'll change whether he's prone or not.


DAPPER HALF-ORC MAGUS

I think most fights with mostly apparent actions (no stealthy or overly-complicated shinanigans) requires less work from the DM. It's appreciated to know you're checking spiolers, though, and making sure no mistakes make it into play. Losing a match because a player misused a class ability would piss me off.


DAPPER HALF-ORC MAGUS

19 is his defensive CMD when fatigued... which puts him back on the floor. And a 24 hits his AC even if he were standing up (tho no confirmation). And 9 damage ko's him.
.
So you have an unconscious half-orc at your feet. Boooooooooo....


DAPPER HALF-ORC MAGUS

:: Round 6 ::

Karrik blocks the strike as he stands, only to have his legs swept out from under him once again. He doesn't get a second of respite before his mind is assaulted, but once again he shakes it off before climbing to his feet once again... again, defensively.

Arbiter:
1d20 + 5 ⇒ (18) + 5 = 23

Will 23

Defensively get to his feet.

You're up.


DAPPER HALF-ORC MAGUS
Champion of mbauers wrote:
It doesn't matter, but did you remember your fatigue-ness?

I did. I have karrik loaded up in HeroLabs with all my many debuffs toggled on. :D

:: Round 5 ::

Once again the half-orc rallies to his feet, holding his blade defensively in front of him.

Arbiter:
Nothing special… just for consistency. :D

Defensively stand up.

You're up.


DAPPER HALF-ORC MAGUS

Arbiter:
1d20 + 5 ⇒ (10) + 5 = 15

Will Save 15


DAPPER HALF-ORC MAGUS

So, my turn? And was there an AoO for your spell? Or did you cast defensively?


DAPPER HALF-ORC MAGUS

Yep, sorry, I thought I had made him drop it already. He'd have dropped the whip at the beginning of last round.

That trip hits, 4 more damage and Karrik is prone, but he still threatens. Are you casting defensively? or do I have an AoO coming?

Arbiter:
Spellcraft 1d20 + 7 ⇒ (2) + 7 = 9

Nope on the ID... again. For a smart guy, he's kind of dumb. :)


DAPPER HALF-ORC MAGUS

That's a miss.

:: Round 4 ::

Karrik throws his blade up in a brutal block, then spits out a few arcane words before slamming his scimitar into you with a savage precision.

Spellcraft DC 16:
True Strike

Arbiter:
Swift to enhance scimitar
Spell combat, casting True Strike defensively (applying Karrik's INT bonus as a penalty to hit/bonus to concentration)
Then scimitar striking

Concentration DC 17 1d20 + 8 ⇒ (20) + 8 = 28

Scimitar 1d20 + 6 - 2 + 20 ⇒ (18) + 6 - 2 + 20 = 42 <-- CRIT?
---> Damage 1d6 + 4 ⇒ (6) + 4 = 10
---> Crit Confirm 1d20 + 6 - 2 + 20 ⇒ (6) + 6 - 2 + 20 = 30
---> Total Crit Damage 10 + 1d6 + 4 ⇒ 10 + (2) + 4 = 16

Casts spell, Scimitar strike.
Attack 42; Damage 10 (possible crit)
Crit confirm 30; Total crit damage 16

You're up


DAPPER HALF-ORC MAGUS

Don't sweat it. I didn't read it as being antagonistic. And that's a decent debuff.


DAPPER HALF-ORC MAGUS

Ah, gotcha. THe touch attack hit. But I didn't realize you had pre-rolled that (i try not to read spoilers). And an 18 doesn't hit on the AoO.
.
As for studying up on my spellcraft, I'm fine with Karrik not knowing how long the spell's effect would last, but he would definitely know when he no longer feltl fatigued. So either you can tell me how many rounds he'll be fatigued, or you can also track my fatigue, and let me know when it ends. :)

You're up, and Karrik's back on his feet... defensive.


DAPPER HALF-ORC MAGUS

Eesh. 8 points of non-lethal, prone, and fatigued. How long does the fatigue last?

Arbiter:
Spellcraft 1d20 + 7 ⇒ (3) + 7 = 10

That'd be a 'no' on ID'ing the spell.

:: Round 3 ::

Karrik grunts against the cold, then tries to hold his weapon defensively between himself and the threat as he rolls to his feet.

Arbiter:
Full Defensive
Stand up

Defensively stand up (provoking an AoO).

You're up


DAPPER HALF-ORC MAGUS

18 hits Karrik's CMD. And you could either put your conditional actions in the spoiler, or simply post half your actions with a "will complete actions once trip is resolved" finishing statement. Though I'd suggest that isn't necessary if the difference is casting or casting defensively... you could probably simply put it in the conditional statement. Either way works, though.


DAPPER HALF-ORC MAGUS

Nope, it was my oversight, keep the roll, but do whatever actions are appropriate for you not bring tripped.


DAPPER HALF-ORC MAGUS

Im not sure what i was thinking... can't cast spells w both hands full, so no Spell Combat and no True Strike. Reduce the trip total by 18.


DAPPER HALF-ORC MAGUS

Holy crap-buckets! okay… we'll go Spellcraft first.

Arbiter:
Spellcraft DC 16 1d20 + 7 ⇒ (11) + 7 = 18
Will DC 11 1d20 + 5 ⇒ (16) + 5 = 21
Will DC 14 1d20 + 5 ⇒ (19) + 5 = 24

Spellcraft 18, Will save #1 (DC 11) 21, Will Save #2 (DC14) 24
BOOYAH! >:D (Now watch me botch my own offensive rolls…)

:: round 2 ::

Karrik physically reels at the series of mental assaults, but ultimately he shrugs them off, shaking his head to clear the last few cobwebs before he mutters his own arcane riposte, his whip flashing a second time… this time wrapping around your feet and tugging powerfully.

Spellcraft DC 16:
True Strike

He takes another step forward, closing the step forward with the imminence of an avalanche.

Arbiter (DM):
Spell Combat: True Strike + Whip Trip
5' step to I.11, then two free actions to drop the whip and switch the scimitar back to his main hand.

Whip Trip 1d20 + 6 - 2 + 20 ⇒ (9) + 6 - 2 + 20 = 33

Cast spell, trip you, then 5' step to I.11 while dropping the whip and switching the scimitar back to his main hand.
Trip: 33 vs. your CMD

You're up (but hopefully down).


DAPPER HALF-ORC MAGUS

That works for me. I certainly can't find anything more definitive. So if an 18 hit/beat your CMD, the blade's adjacent to you. You're up. :)


DAPPER HALF-ORC MAGUS

The first "round" in each fight is a surprise round. So you should only have one standard or move action, with free or swift actions available as well. So you can't cast your spell and draw your sword. Though, logically you could have just as easily begun the arena fight with the sword in-hand (as well as the scroll in the other hand), so let's not sweat it. :)

Posting stuff:
The general consensus seems to be that you only have to put the stuff narratively that would be apparent. I think being fairly specific with the Arbiter in an "Arbiter" spoiler can make sure you and the dM are on the same page (it's against rules to look at spoiled information that's not for you or your character can't qualify for with a skill roll or what-not).

All that said, Spellcraft (to ID spell) 1d20 + 7 ⇒ (17) + 7 = 24

:: round 1 ::

"Interesting," the half-orc says as he jogs towards you, switching his scimitar to his left hand and drawing and uncoiling a whip from his hip as he moves. As he gets within fifteen feet, he roars and flicks the whip in a side-arm motion. It uncoils through the air, the tip wrapping around the base of your own sword's blade before he gives it a mighty yank.

Arbiter (DM):
Free to switch scimitar to off-hand.
Move to H.11, drawing scorpion whip on the way
Swift to enhance whip with Arcane pool
Disarm the sword

Whip Disarm 1d20 + 7 ⇒ (11) + 7 = 18

Switch scimitar to left hand. Move to H.11. attempt to disarm you of your sword.
Attack 18 vs. your CMD.
Thoguh I don't actually know what happens to your blade if he's successful. Is it on the ground adjacent to your guy or Karrik?

You're up.


DAPPER HALF-ORC MAGUS

Yep.. Karrik. Da da DAAAAAA… that fill you with fear? :D

:: Surprise Round ::

Karrik begins moving slowly forward, dragging the back of his blade across his chest as he spits out a few arcane syllables.

Spellcraft DC 16:
Shield

5' step to B.10. Cast a spell.

You're up.


DAPPER HALF-ORC MAGUS

A half-orc stands on his side of the arena. His appearance is a sharp contrast to his squalid, dark, disgusting environment. His clothes are of expensive cut and cloth. The silk bowler hat on his head doesn't shot a speck of wear. His dark long-coat is equally well-maintained and created, a chevron-patterned scarlet silk vest peeking out from underneath a well-maintained and oiled lamellar leather armor.

The half-orc's face and frame, however, are unmistakably orcish. His ashen gray skin is covered with tattoos that cover his shaved scalp. His teeth jut obtrusively from his lower lip. His wide, thick-limbed body looks to be able to lift a small horse.

In his hand he wields a wicked-looking but well-made scimitar, and a handful of other weapons decorate his person... as well as a scroll case and spell component pouch. (He's got a mwk scimitar, a mwk scorpion whip, a few daggers, and what look like 10 chakram within easy reach)

He gives his blade a few idle test swings by way of a warm up before looking across at his opponent. Despite the tusks, his words are well-formed and immaculately formed, "Well, then. No reason to dawdle. Let's get this little soiree started."

Arbiter:
1d20 + 2 ⇒ (18) + 2 = 20

Initiative 20
mbauers, you need a link to the arena? It should be at the top of Jehova's thread somewhere.


DAPPER HALF-ORC MAGUS

It's unfortunate but understandable, man. Life (especially family) takes precedence.

I'm not going anywhere, so feel free to drop a PM any time you want to kick this thing back off or play a small run of it.

The Dapper Orc will be here. :)


DAPPER HALF-ORC MAGUS

:D


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DAPPER HALF-ORC MAGUS
Kendra A. Lorrimor wrote:

Kendra turns to Karrik, her hands unconsciously smoothing already-smooth skirts. Do you really think that's the best idea? I mean, it was only a couple of days ago that you talked me out of going with you. She chews her lip. What has changed? What is in there that would make Raj--and you--change your minds? And what will Dragomir say?

She sits down. Clearly, while her confidence was at an all time high only two days ago, now that the prospect of being in the line of fire has become distinctly more real, she is wondering whether it's the right decision.

"Dragomir will say what Draomir wants to say, and ultimately the group will have to come to concensus regarding Rajuna's idea." He sighs tiredly, "And no, I do not think it a prudent idea. Unfortunately, we are faced with a problem with few ideal solutions. I'd prefer to let the group recount the events; my recounting is bound to be flawed by my singular perspective on the experience. But I doubt anyone would argue that Harrowstone is full of threats we can't predict and have difficulty countering." He points to Lem. "We nearly lost him against a threat we have no recourse against. From my vantage point, it was literally the creature's own foulness that was his undoing. We were lucky to survive long enough for it to happen. Bringing you bolsters our suite of capabilities and expertise we can bring to bear on any given threat... hopefully improving our chances of everyone surviving another venture."

"So we're left choosing the best of a range of bad options." He puts his meaty hand once more over his eyes, "Though I'm tired and frustrated. Others may have better ideas, and I'm very open to being argued out of you coming."

There is a long pause. Then, without removing his hand from his face, he adds, "So how was your morning?"


DAPPER HALF-ORC MAGUS

so is Theron at the house? With the book? And has he suggested that anything is evil or supernatural about it?


DAPPER HALF-ORC MAGUS

Karrik watches the exchange between Rajuna, Lem, and Kendra; saying nothing as the Varisian heads out into the sunlight. He's quiet for a few minutes, then turns to Kendra. "Master Rajuna's idea has merit. This last encounter took much out of every one of us... not simply Lem, though I wouldn't presume to say my experiences rivaled his own."

He sighs, a deep sound that visually deflates him somewhat, "That was certainly an experience. Not something I hope to repeat, and something I'm hoping we can learn from strategically. One lesson is that a person of your particular arcane skillset could be of great value."

He looks up at her, concern and doubt in his black eyes, "I do not have to like it, though. The Professor wouldn't have liked you being in such circumstances were he alive, and I can't believe he's looking at me appreciatively for agreeing with Rajuna... from wherever it is his soul rests."

A meat hand wipes his tired face, "I will remain with you until someone else relives me."


DAPPER HALF-ORC MAGUS

Karrik studies the axe over Theron's shoulder before going back to his watch.

Spellcraft 1d20 + 7 ⇒ (19) + 7 = 26


DAPPER HALF-ORC MAGUS

Still have 3 level 1 spells, but no more healing pots or Arcane Pool points.


DAPPER HALF-ORC MAGUS

Karrik doesn't seem to have anything new to add, and he stands off to the side seeming to brood as he watches for additional threats.

He pauses his watch to interject in his rumbling tone, "The caution regarding removing these items is intelligently-considered. My resources are all but expended, however, and I would to rest and recover if it's possible."

I didn' thave anything to add, but I wanted to make sure Karrik was still a part of the scene. :)

And, just to fit mechanics to flavor..
Perception (for threats) 1d20 ⇒ 16


DAPPER HALF-ORC MAGUS
Dragomir Vuk wrote:
Carrion Crown XP Dispenser wrote:


Running Total: 3,595 XP
Still a ways to level 3... though the journey is very fun

Yep.


DAPPER HALF-ORC MAGUS

Karrik says little after the events play out. His orcish features don't reflect Rajuna's fury, but there is some annoyance that he tries to bury when every seems alright.

"All things considered," he grunts as he picks up the old dress and looks at it quizzically, "I suppose everyone still being on their feet is a positive end to any encounter."

He looks over at Walter's find, then whispers a few words.
Detect Magic + Spellcraft DC 18 1d20 + 7 ⇒ (1) + 7 = 8. Sigh… oh well.

Though whether due to fatigue or some other issue, he can't identify its magic.


DAPPER HALF-ORC MAGUS

I'm great with dbauers joining up, if everyone else is game. He's been a good contribution to another of my games. :)


DAPPER HALF-ORC MAGUS

Karrik slides to a stop, reversing directions as Raj stomps around the corner. Karrik was no linguist, but that sure as hells wasn't Common... nor any tongue he'd ever heard in most academies and libraries.

Interesting, indeed, he thinks before turning his thoughts to more immediate needs.

As he crosses the room to help with Lem's haunt, he pulls his siphon from his pocket.

Cross as much of the room as possible (I can't access the map right now -- on phone) and draw Haunt Siphon.


DAPPER HALF-ORC MAGUS

It happens. Some folk just don't engage with the pbp format as well as we do.
I"m also kind of waiting for Raj to post... hoping he can yell out that his haunt seems to be finished, so Karrik can redirect back towards the one killing Lem.


DAPPER HALF-ORC MAGUS

Karrik considers the possibilities, frantically searching for the best way to be useful in this situation.

Lem's down, but has help. Theron and Walter have options. There's a haunt in here with us, but it hasn't done anything. Why kick an anthill? Raj, though… the Varisian has guts, but he also has no means of dealing with such a threat alone.

Karrik is only moments behind Walter in acting. He draws out the healing potion he's been saving and tosses it across the room to Rose, "For Lem!"

Then he step towards the door to Raj's podium. "Looks like the inmates are stirring, guardsman!"

Draw a potion of CLW (removed from my char-sheeet), toss it to Rose. (Do you need an attack roll to do this?), then 5' step to Y.22 as a free action.

status:
HP 18/20
AC 15 T 11 FF 14
CMD 16 FF 15
F/R/W +6 / +2 / +4
Effects/Conditions None


DAPPER HALF-ORC MAGUS

No move action taken...

Surveying the room, Karrik bellows out, "What are we dealing with?! And do we know how to hurt it yet?"

That ends Karrik's round.


DAPPER HALF-ORC MAGUS

Karriks throws his shoulder into the door again, "Septimus, if you don't have other ieas, help me out!"

As he continues to slam on it, he yells out to Raj, "WHAT'S GOING ON IN THERE, RAJUNA?! THIS DOOR WON'T BUDGE!"

STR check 1d20 + 4 ⇒ (16) + 4 = 20
Hopefully getting an AA from Septimus.
If that doesn't work, he'll draw his morningstar

Status: no change from last round (sorry, posting in a hurry)


DAPPER HALF-ORC MAGUS

Karrik's actiosn should have been in that round 0 phase, let me know what happens wiht the door. :D


DAPPER HALF-ORC MAGUS

Not having a better idea, Karrik reverses course, trying the door. If it's stuck or locked, he rams a booted heel against the door handle of the door through which they came just moments ago.

STR check against the same door (if necessary) 1d20 + 4 ⇒ (11) + 4 = 15


DAPPER HALF-ORC MAGUS

Though if you've got the presence of mind, the rest of the group can know from where your corpse was choked. :D


DAPPER HALF-ORC MAGUS

Karrik, having no immediate better idea, rushes after the Varisian and levels his shoulder at the door as well.

AA on the Strength check 1d20 + 4 ⇒ (16) + 4 = 20


DAPPER HALF-ORC MAGUS

Perception 1d20 + 0 ⇒ (19) + 0 = 19.
Init 1d20 + 1 ⇒ (18) + 1 = 19.[/ooc]


DAPPER HALF-ORC MAGUS

I'm fine with that.


DAPPER HALF-ORC MAGUS

Strength AA if necessary 1d20 + 4 ⇒ (3) + 4 = 7.

DOH! I vote we use Ice Titan's strength check method. :)


DAPPER HALF-ORC MAGUS

Agreed on everything.

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