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Harsk

Kilthan Hammerstone's page

1,189 posts. Alias of Tilnar.


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Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Sneakery:
Kilthan sneaks past the attendants and tries to get a look through the door to the north.


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

GM:
Kilthan thinks to himself, Outer ring again. More traffic out here, best go back part the animals to the center and work my way out... Worst case, I'll have mapped out the area and can figure out a better search system from there...

He rushes past the animals, knowing they can sense him anyway, slowing at the hub back to a reasonable, quiet speed, then heads east.. Don't want to let the forge distract me yet... And I don't know what's in the northeast area yet.


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

GM:
Kilthan nods to himself, Aye, there might be something fun to find, but I don't have the time to search these rooms right now -- maybe on the way back....

He heads north, into the large room and looks around for anything that seems out of place, starting to work his way around toward the northern passage (though stopping to look down the western hall).


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Wow.. 3 years. That's absolutely crazy. And yes, this has been my most "successful" PbP ever -- thanks wholly to the great group of players and an excellent GM -- such that it's pretty much the standard by which I judge all the other PbPs that I've ever been in (short-lived as most of those end up being).

It's been a lot of fun, and I agree -- to 3 more excellent years, 9 more levels, and a saved world ;)


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

GM:
I thought the three doors were the cells, and so I was approaching those two hallways to east and west -- are there doors 5' in that I'm not seeing well? If so, Kilthan will listen at each and then open them a crack, if it's safe, to get a look -- I thought there was no door there so I was going to peek down the 'hallways'


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

GM:

On the plus side, my new fast movement means half-speed is still 20'
Kilthan keeps a mental count going in his mind, while looking for any sign of things being amiss. He focusses his will for a moment, causing his vision to shift, allowing him to see grey shapes where there were once shadows, then nods and continues, pausing at each hallway to take a listen for any sign of life and peering down with his adapted darkvision, before creeping foward slightly to try to at least make a mental map of the area before continuing.


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Kilthan says, "I'd rather find the thing that stole our patron's sister and honour our promise... I'll go. I'm the sneakiest of us, and with the lot of you and Jagdbach here, they'll never even notice I'm gone.... Especially if Skorhald can make me invisible. "


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Kilthan suggests, 'While he's doing that, Skorhald and I can skip past them. Best case, we meet up with you on the other side, worst, we can go explore."


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Kilthan shrugs, "I can't predict if that'd work with the guards, but it could make a good diversion, especially if Skorhald can make some of us invisible."

He turns back toward the plug, "I can't shake the feeling that looking down there's a good idea, especially since someone disappeared from the arena and it's a good hiding spot. Though if we have to smash our way in, there's no hiding it."


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Kilthan suggests, "I can try sneaking to the main work area, but while I'm pretty sure I won't be heard, not being seen is a mite bit trickier.... "

He shrugs, "Or we take out our frustrations on the plug."


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Wasn't sure I could find a fist-sized gem to use -- and besides, I can close my hand around this to dim the light.

Plus, really, I'm sure there's like 90 different dwarven words for rock.


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Snazzy, thanks. :) I'll mark an Everburning Somethingorother on my sheet (CL 9, L3). Went with a pebble -- fits nicely in a pouch.


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Kilthan nods, "Snooping, aye."


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Kilthan chuckles, "Aye, usually we don't wreck a place the moment we get there."

That said, he begins a thorough search. I'll take 20, since there doesn't appear to be any massive time-pressure... which gets me a 36


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Kilthan shrugs, "If you're right about that Aarakess, it might be that the plug it keeping the water out. Anyone see any magic? Should I start a careful search?"


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Also, in a somewhat more game-related note, next time we have a touch of downtime, I'd appreciate if Rohara could cast Continual Flame on something for Kilthan (a stone or a cp or something that I can keep in a pouch) -- as much as being able to adapt myself into darkvision is useful, I'm thinking sometimes I may want to use a different adaptation (amphibious, for instance).


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

I've never played through any of them, so I can't speak to much beyond the beginning of the APs.

I will say, however, that I've found a few to be somewhat disappointing -- or maybe it's more fair to say that there seems to be a disconnect between how the adventures start and what's said in the Player's Guides.

My home games have, historically, been homebrews -- the current campaign is set in Lastwall -- the party's a group of wannabe heroes 'hired' to win back lands ceded to the Orcs of Belkzen. Of course, we had to restart when the "old" party all basically got themselves killed -- so we turned back time somewhat and started the new group as a copycat group based out of Everstand (where the original group was based out of Firrine.)


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Kilthan nods, "I'm thinking our later investigation'll need us to work in smaller groups, but we should be good to look around here together. After all, adventurers do tend to explore."

He motions to Jagdbach to follow him, then chuckles, "A lesser man would've just blamed the helm.", before turning his attention forward, then pausing, "Is it just me, or do all of you want to pull that plug down there?"


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

No problems, GMBlood. Recharge your batteries.


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Well, as far as reasonable justifications go, I think that's pretty high up there. ;)


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Kilthan nods, "We'll definitely look into things as best we can...,"[b] then chuckles at the paladin, [b]"...though some of us may be better suited for the sneaking about than others, what with all the warhorses and plate armour and such."

He pauses, thinking for a moment, then nods again, "Though s'probably be just as well. The less of us missing, the less anyone'll be looking for us. Especially if we've got a good reason to be wandering about... Besides, that'll could give you silver-tongued types some time to explain to all the nervous bettors that I'm nowhere near as skilled as those lucky blows made me seem."


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

That depends on who the head belongs to...


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

No problem -- thanks for the head's up.


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Kilthan nods at the leader of the horsemen, "Sorry to have to do this...", then begins lashing out in a flurry of steel, while calling for Jagdbach to flank the horse and do the same.

Wasn't going to PA since I assume that a cavalier is far better armoured than a druid... but with the Bit of Luck, I'll take the risk

Waraxe (Roll 1): 1d20 + 11 + 2 + 2 + 1 ⇒ (13) + 11 + 2 + 2 + 1 = 29
Waraxe (Roll 2): 1d20 + 11 + 2 + 2 + 1 ⇒ (7) + 11 + 2 + 2 + 1 = 23

Best: 29 for 3d8 + 14 + 2 + 2 ⇒ (4, 3, 1) + 14 + 2 + 2 = 26

Klar (Slam, Roll 1): 1d20 + 11 + 2 + 2 + 1 ⇒ (2) + 11 + 2 + 2 + 1 = 18
Klar (Slam, Roll 2): 1d20 + 11 + 2 + 2 + 1 ⇒ (12) + 11 + 2 + 2 + 1 = 28

Best: 25 for 2d6 + 7 + 2 + 2 ⇒ (3, 4) + 7 + 2 + 2 = 18 And, if that's a hit, he's unhorsed and if CMD <= 25

Waraxe (Haste, Roll 1): 1d20 + 11 + 2 + 2 + 1 ⇒ (1) + 11 + 2 + 2 + 1 = 17
Waraxe (Haste, Roll 2): 1d20 + 11 + 2 + 2 + 1 ⇒ (5) + 11 + 2 + 2 + 1 = 21

Best: 21 -- probably a miss, I'm guessing for 3d8 + 14 + 2 + 2 ⇒ (8, 5, 1) + 14 + 2 + 2 = 32

Waraxe (Iterative, Roll 1): 1d20 + 6 + 2 + 2 + 1 ⇒ (1) + 6 + 2 + 2 + 1 = 12
Waraxe (Iterative, Roll 2): 1d20 + 6 + 2 + 2 + 1 ⇒ (13) + 6 + 2 + 2 + 1 = 24

Best: 24 for 3d8 + 14 + 2 + 2 ⇒ (8, 7, 1) + 14 + 2 + 2 = 34

Klar (Iterative, Roll 1): 1d20 + 6 + 2 + 2 + 1 ⇒ (20) + 6 + 2 + 2 + 1 = 31
Klar (Iterative, Roll 2): 1d20 + 6 + 2 + 2 + 1 ⇒ (4) + 6 + 2 + 2 + 1 = 15

Best: Threat
Klar (Confirm, Roll 1): 1d20 + 6 + 2 + 2 + 1 ⇒ (14) + 6 + 2 + 2 + 1 = 25
Klar (Confirm, Roll 2): 1d20 + 6 + 2 + 2 + 1 ⇒ (14) + 6 + 2 + 2 + 1 = 25

Not sure, so: Klar (Single): 2d6 + 7 + 2 + 2 ⇒ (6, 4) + 7 + 2 + 2 = 21
Plus, potentially... Klar (Critical): 2d6 + 7 + 2 + 2 ⇒ (6, 1) + 7 + 2 + 2 = 18

I imagine the weaker attacks will depend on what happened when I tried to knock him off his mount...

Jagdbach's ears perk up and, as directed, rushes around the two-foot-on-four-foot that his person attacked, reaching up to savage the two-foot with a terrible bite.

Bite: 1d20 + 12 + 2 + 2 + 1 ⇒ (14) + 12 + 2 + 2 + 1 = 31 for 1d6 + 6 + 2 + 2 ⇒ (5) + 6 + 2 + 2 = 15


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

So far, we're gonna get charged, apparently. :)


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Angradd, he's tough. 161 damage and still ticking on a d8 hit die, that's just scary. Jagdbach will also full attack, then.

Assumung we use the charge roll for his bite...

Bite (Hasted): 1d20 + 12 + 2 + 2 + 1 ⇒ (4) + 12 + 2 + 2 + 1 = 21 for 1d6 + 6 + 2 + 2 ⇒ (6) + 6 + 2 + 2 = 16
Claw: 1d20 + 12 + 2 + 2 + 1 ⇒ (18) + 12 + 2 + 2 + 1 = 35 for 1d6 + 6 + 2 + 2 ⇒ (2) + 6 + 2 + 2 = 12
Claw: 1d20 + 12 + 2 + 2 + 1 ⇒ (7) + 12 + 2 + 2 + 1 = 24 for 1d6 + 6 + 2 + 2 ⇒ (6) + 6 + 2 + 2 = 16

If Kilthan knocked him prone, that's 55 damage from Jagdbach. If not, 39, assuming 24s still hit.


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Kilthan says to the druid, "Should have surrendered," then plants his foot and begins his speedy onslaught, watching to be sure he doesn't accidentally kill his opponent... If he can avoid it.

On game terms, Kilthan stops attacking when opponent goes down.

Waraxe (PA): 1d20 + 11 + 2 + 2 + 1 ⇒ (17) + 11 + 2 + 2 + 1 = 33 for 3d8 + 14 + 2 + 2 ⇒ (7, 7, 3) + 14 + 2 + 2 = 35

If the Axe drops him (now 101 damage), Kilthan will change from a full attack to get closer to his friends. If not...

Klar (PA, Slam): 1d20 + 11 + 2 + 2 + 1 ⇒ (16) + 11 + 2 + 2 + 1 = 32 for 2d6 + 7 + 2 + 2 ⇒ (3, 4) + 7 + 2 + 2 = 18 I assume 32 knocks him into the wall and prone again? Assuming he's not down after 119 damage...

Waraxe (Haste, PA): 1d20 + 11 + 2 + 2 + 1 ⇒ (1) + 11 + 2 + 2 + 1 = 17 Miss

Waraxe (PA, Iterative): 1d20 + 6 + 2 + 2 + 1 ⇒ (19) + 6 + 2 + 2 + 1 = 30 for 3d8 + 14 + 2 + 2 ⇒ (3, 2, 6) + 14 + 2 + 2 = 29

If needed..
Klar (Iterative, PA): 1d20 + 6 + 2 + 2 + 1 ⇒ (14) + 6 + 2 + 2 + 1 = 25 for 2d6 + 7 + 2 + 2 ⇒ (1, 1) + 7 + 2 + 2 = 13

If Kilthan's first attack dropped the druid, then he'd move toward the archers and Jagdbach would be able to charge their leader (Kilthan would get out of his way). If not, Jagdbach would double move to threaten the leader of the archers (hoping for an AoO if he shoots or cats a spell)

Rolling, just in case...
Charge (Fuzzsaw): 1d20 + 12 + 2 + 2 + 2 + 1 ⇒ (17) + 12 + 2 + 2 + 2 + 1 = 36 for 1d6 + 6 + 2 + 2 ⇒ (1) + 6 + 2 + 2 = 11


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

I didn't see good hope on the list - but if you cast it, then yes. The druid should have 6 more damage (2 per attack [slam-charge and 2 AoOs]) --- I didn't miss, but it would also be +1 to hit above what I said (since it would knock out bless as they're both morale bonuses)


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

I assume the rules, like they do for trip-locking, prevent me from slamming him into the wall and prone again... So, I hit him with my axe.

Bouncing him off the wall would have been more fun, but it can be part of a complete breakfast (or, really, full-round attack)


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

I think we all do, though it's a limited duration.

As the druid-come-crocdile begins to rise, Kilthan swings his massive axe and Jagdbach lunges forward with a wicked claw to try to keep the druid down.

AoO (Kilthan, Waraxe): 1d20 + 16 + 2 + 1 + 1 ⇒ (13) + 16 + 2 + 1 + 1 = 33 for 3d8 + 8 + 2 ⇒ (5, 8, 6) + 8 + 2 = 29
AoO (Jagdbach): 1d20 + 12 + 2 + 1 + 1 ⇒ (7) + 12 + 2 + 1 + 1 = 23 for 1d6 + 6 + 2 ⇒ (5) + 6 + 2 = 13


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Wasn't thinking about Haste and non-stackage of movement enhancement bonuses. Should have skipped the +20 from Animal Aspect to Barkskin Jagdbach.


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Effects: Bless, Haste, Lead Blades, Enlarge, Freedom of Movement, Adaptation, Animal Aspect, Inspire

Kilthan, seeing the opening where a spellcaster has left himself open runs forward, shield raised, to charge him. He says in dwarven, "Jagdbach, follow. " and just as he about to connect, he draws upon the celestial, righteous fury within him.

Double move to C2 as a charge (even moving 12 I needed the double move) - Can hit from there with reach from enlarge.

Klar: 1d20 + 16 + 2 + 1 + 1 + 2 ⇒ (18) + 16 + 2 + 1 + 1 + 2 = 40 for 2d6 + 7 + 2 ⇒ (5, 4) + 7 + 2 = 18

Free bull rush from shield slam, should be 41 vs CMD due to size bonus. Kilthan has the movement and will follow, keeping the reach advantage. Hopefully, that's into a wall and therefore knocking him prone.

Jagdbach follows his two-footed friend as directed, double-moving to put himself against a wall and growling over the prone druid, ready to tear his throat out if he tried to cast a spell or get up.

(Fuzzsaw can't charge through Kilthan, so that's the best he can do.


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

No thanks. I'll rage when I need to.


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

No problems.


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Ok, then I won't memorize a wind wall.

Activate Adaptation-> Natural Armour
Cast Barkskin (+2 natural AC for 5 hours)
Cast Delay Poison (ignores poison for 5 hours)
Cast Animal Aspect: Raptor (5 minutes)
Cast Lead Blades (5 minutes)

So, +4 natural, extra damage, +20 movement and poison delay.


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

I imagine that'll be a rather common affliction. ;)


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

OK, engage the autoDwelf. See you all in 9 days..


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Lead Blades is personal. Can't cast on others.


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Kilthan says, "The mounts can close the range and harry the archers. If the archers can fly, that's a whole different ball of wax. Anything you can do about that to ground a flyer?"


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Kilthan chucles at Rohara's sigh, then adds his own, in a low tone, "So, can we trust them? I'm nowhere near as shrewd a judge of character as you are."


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

They still brace, just don't reach.


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Kilthan watches the interaction, his expression dubious. They seem quick to trust people who will want to see us defraud.... Not everyone is as honest as Justin or me..


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

The only issue I see with communal resist energy is figuring out which type of energy we need to be resistant to may be tricky ahead of time.


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Also, just as a head's up, I'll be out of town and travelling in a "not getting online to check on games" sort of way for about a week, December 12-20.

I know, I know, it's a week away -- just trying to give a little advanced notice. ;)

I'll post another reminder before I go (if only to make clear when Kilthan's mind can be switched to auto-pilot mode for a while... If nothing else, the combat-related dice rolls should improve.)


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

GM -- am I correct in my assumptions about the arena floor being void of vegetation (and thus, no entangles or spike growths)?

And is the plan to load down on Freedom of Movements? (At least 2, anyway, for the Paladin and Ranger?) Could we have scribed a scroll for that the day before?

Assuming I don't need a Feather Step, I'm thinking:

1: Delay Poison and Lead Blades (I don't know of any rules banning poison, and basically being immune for 5 hours sounds like a good way to handle that, and lead blades is just really useful).

and

2: Barkskin (more AC is never bad) and Wind Wall (to mess with the archers).

Barkskin will last almost an hour, so extending it via BoF isn't necessary, Delay Poison even longer (same deal) -- Lead Blades is only 5 minutes -- the worst one is Wind Wall -- only 5 rounds -- it's the one that an Extend would be most useful for.

Of course, if we go with a Communal Delay Poison, I'll repurpose my level 1 spell.


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Kilthan follows Rohara's lead, a friendly smile on his face, carefully watching the opposition, trying to size them up. "Thought it would please Angradd if we were to break bread with our worthiest opponents as a sign of mutual respect," he offers by way of explanation.


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

We could get a blessing of fervor while buffing... Won't stack with haste, but it lets us extend our level 1-2 spells (the +100% duration is pretty useful, especially since Justin and I have lower CLs )


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

I don't mind that in the slightest -- I was just worried about the heavy use of powerful magic (it' a lot of 4th level spells) for the effect -- certainly because of how useful some spells like ennervation and black tentacles are.


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

Are there any plants in the arena floor? Like could I take Entangle and Spike Growth for making difficult terrain -- or will I need to take something like Stone Call instead?

Also, I'm stupid -- Wind Wall is ranger 2.

So, really, I'm thinking my spells would likely be:

1: Lead Blades, <one of Resist Energy, Entangle or Feather Step>
2: Wind Wall, <one of Barskin, Stone Call or Spike Growth>

Do we know if Skorhald knows Mass Feather Step?


Vitals (Kilthan):
(HP: 107/107; AC: 22(24)/14/20(22); CMD: 25; Fort +11, Ref: +8, Will: +4 [+6]; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 8/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 81/81 (105/105); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchantments})

I'd say we should gather information about the other teams so we can strategize. (what are the mounts, which groups hate each other or like each other [ie - who might team up, who will hurl themselves at an opposing team with a vengeance] , and past tactics [magic specialization for planning resists, shapes we can expect the druid to assume, etc])

I'm imagining the mounted team will want to charge the heck out of everything, so making difficult terrain (entangle, stone call, sleet storm, etc are all good), while the archers will want to hide behind difficult terrain or fly.

Sadly Jagdbach is not allowed to burrow, per the rules, and the inability to block line of sight cuts down on the easy ways to protect from archers and spellcasters. (Windwall, I guess, but I don't think any of us can cast it)

Starting hasted seems almost necessary... Mass feather step would also be very useful. Kilthan will certainly lead blades himself... An enlarge or two might also help a lot ... If we have a full minute to lay down spells, I think we're best use it.

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