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Harsk

Pagrip Staurmbar's page

284 posts. Alias of Navior.


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LoreKeeper wrote:
Actually you lot shouldn't forget to level-up :p

Level up? We get to level up? Oh wow! We do get to level up. I totally missed that! :)


Pagrip casts detect magic!

Player whistles innocently while hoping the GM forgets that Pagrip can't do that. ;)


Appraise: 1d20 + 2 ⇒ (20) + 2 = 22
Add an additional +2 if the mundane equipment includes precious metals or gems.


Pagrip moves forward and peers cautiously into the room. Seeing the golem is indeed down, he relaxes and lowers his crossbow, removing the bolt.

"Well, that's something I never want to do again," he says. He helps Ten back to his feet. "How're you feeling?"


Pagrip shifts his feet position slightly, but otherwise continues to watch and be ready to fire.

Ready action to fire crossbow:
Crossbow: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d8 ⇒ 2

AC 16; HP 11/18


"What's happening?" Pagrip asks, but remains in place, his finger on the trigger of his crossbow.

Ready action to fire if golem comes in sight:
Crossbow: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d8 ⇒ 6
Sigh. It's a good thing I'm not getting to use these readied actions. :)

AC 16; HP 11/18


Pagrip prepares to fire his crossbow if the golem comes into sight.

Ready action to fire crossbow:
Crossbow: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d8 ⇒ 8

AC 16; HP 11/18


Pagrip nods, pulls out his crossbow and loads it.

Move action to acquire crossbow. Move action to load.

AC 16; HP 11/18


LoreKeeper wrote:

Joana/Caulder of course rightly point out that Pagrip is indeed bashed up rather badly - and yes I tend to remove the +x part to obfuscate things a little. I'll add a HIT/MISS! type thing to the attacks :)

Thanks! That'll be very helpful.

Pagrip will delay until after Caulder heals him.

Pagrip pauses long enough for Caulder to catch up to him. "Thanks," he says as the cleric heals him. He looks back the way they came, hoping to see Esme followng with Ten.

He'll continue to delay for now.

AC 16; HP 11/18


Ah, hmmm... You may be right. Although he only says it "nearly bowls" Pagrip over.

Lorekeeper, can I make a request that you be much, much clearer when something is a hit or miss? Attempting to do everything with in-game descriptive language is one thing, but it still needs to be clear, especially when looking back to make a quick check. If you haven't been posting the actual ACs hit, then I wouldn't be surprised if there have been times that Pagrip has been hit, but I haven't subtracted the damage. Thanks. :)

At any rate, yeah if he took 16 points of damage, he won't try to goad the golem to follow him, and he won't stop to ready an action. He'll keep moving a full double move in to the room to the west and south towards the stairs (40 ft total).


Pagrip's AC is 16. That attack hit AC 15. Although maybe it was against CMD, but his CMD is 17, so still unsuccessful. Or am I missing that it was a touch attack?


"All right, ugly!" Pagrip calls to the beast. "Come and get me!" He hurries to the door and through it, then waits.

Move to the door, then one square west (i.e. to the other side of the door in the short stretch of corridor there).

Ready action to attack golem if it comes to the door:
Warhamme: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

AC 16; HP 18/18


Reeling from nearly being knocked over by the table, Pagrip calls out to Esmerelda, "You can't fight it on your own! Get out of there!"

He takes one last swing at the golem.

Warhammer, flanking: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
Damage: 1d8 + 1 + 2d6 ⇒ (5) + 1 + (4, 4) = 14

He then dives low and rolls out of the way.

Acrobatics to avoid AoO: 1d20 + 9 ⇒ (14) + 9 = 23
Move 10 ft straight west to the wall.

AC 16; HP 18/18


"Blast it all!" Pagrip grumbles. "This thing is going to be the death of us." He scrambles onto the table and then jumps down over Ten and then attacks.

Move straight north one square, then diagonal northeast one square.
Acrobatics, if needed, to get over table: 1d20 + 9 ⇒ (15) + 9 = 24

Warhammer, flanking: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Damage: 1d8 + 1 + 2d6 ⇒ (1) + 1 + (1, 6) = 9

Well, that's a nice improvement! Lousy damage roll though.

AC 16; HP 18/18


Assuming Ten doesn't destroy the golem first...

Feeling invigorated, Pagrip swings at the golem again.

Warhammer, flanking: 1d20 + 3 + 2 + 1 ⇒ (6) + 3 + 2 + 1 = 12
Damage: 1d8 + 2 + 2d6 ⇒ (3) + 2 + (2, 1) = 8

"Blast!" he yells.

AC 16; HP 18/18


Pagrip tries to smash the golem again.

Warhammer, flanking: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Damage: 1d8 + 1 + 2d6 ⇒ (3) + 1 + (5, 3) = 12
Sigh.

AC 16; HP 2/18


Typical, absolutely typical. Another failed save. Sigh. :)

Just a note: Pagrip's initiative should now be after Ten, but before the golem.

AC 16; HP 2/18


Pagrip stays put and prepares to swing at the golem should it emerge.

Ready action:
Warhammer: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

AC 16; HP 12/18


Fortitude: 1d20 + 1 ⇒ (19) + 1 = 20

Pagrip coughs and wretches a bit, but manages to regain his composure. He grabs his war hammer.

Move action to draw weapon.


"I suppose it would be immoral of me to shoot him in the back as he goes," Pagrip mutters, touching but not raising his crossbow. "Shall we go check out this original creation?" he asks the others.


"Honestly, Caulder," Pagrip continues, "without having seen this golem, it's hard to say. There are so many different types. This one's made from body parts apparently, so we can rule out iron golems or stone golems, but there's still a whole bunch left over it could be. Bone golem, flesh golem, and so on. All I can really say for sure is that most golems are highly resistant to magic. So the best option is just to hit 'em really hard."


"More than you'd consider worth it, I'm sure," Pagrip laughs.

He might say more about golems, but that will depend on a ruling from Lorekeeper on just how much his earlier knowledge check allows him to know.


Pagrip strokes his beard for a moment. "Well," he says, then pauses for another moment for more thought. "I think the best advice is to hit it as hard as you can and to keep hitting it until it stops moving. Then hit it a few more times just to be sure."


Pagrip's at 12/18 hp, so wouldn't say no to a single charge being used on him. However, he doesn't step forward to ask.


Spellcraft: 1d20 + 5 ⇒ (16) + 5 = 21
Edit: Actually, that should be Knowledge (arcana), shouldn't it? In which case, he only has a +3, making his total 19. Still decent enough for really general golem knowledge, I'd think.

Pagrip thinks for a moment, then shakes his head. "Hard to say for sure, but probably not. All you can do is kill it--sort of. Smash it until it stops moving would be more accurate. Golems aren't really alive; they just move like they're alive. Kind of like undead, except it's a different kind of energy that keeps them animated. But like undead, there are lots and lots of different kinds of golems, some worse than others. Each kind has its own little rules."


"Pheh, art? Ugh." Pagrip shakes his head in disgust. He turns to Caulder. "He also mentioned a freak golem behind a barred door. We passed a boarded-up door a room or two back. Could be in there. Not sure I like the sound of a freak golem though."


Sense Motive: 1d20 + 5 ⇒ (14) + 5 = 19

Pagrip rubs his eyes as his vision returns. He shakes his head as the derro lists possible places for the body parts. "I just don't get the point to taking a dead body, cutting it up into pieces, mixing it with pieces of other bodies, and then putting them back together as new bodies," he mutters. "If your goal is a complete body, well, you had that to begin with!"


Spellcraft: 1d20 + 5 ⇒ (7) + 5 = 12
Apparently, Pagrip wasn't paying attention in class the day they talked about blindness/deafness.

Pagrip carefully moves back down the corridor towards Caulder's voice. "You see, Caulder?" he says. "There's a reason we have names. Avoids little situations like that."

When he reaches everyone again, he says, "I wouldn't worry too much about my eyesight. These sorts of magical effects are rarely permanent. I'm sure my sight'll come back in a few minutes."


When the stun effect on Pagrip wears off, he'll immediately move to follow Caulder's directions, drawing his warhammer along the way.


Man, Pagrip just can't pass a saving throw. :(

The disturbing shapes surrounding Pagrip come to an end as he doubles over in pain from the cacophony. Taking damage ends haunted fey aspect.

Continue to delay.

AC 10; HP 8/18; blind


Pagrip grumbles.

Delay.


LoreKeeper wrote:

Map updated

Pagrip moved to the opposite side of the room (by that, I meant the west side, although I wasn't that clear, I suppose). Don't deny me my one success! :)


Sorry for the delay, folks. Another busy weekend.

"I can't see!" Pagrip yells. "Damn bastard made me blind!" He stumbles back towards what he remembers being the opposite side of the room.

Acrobatics check to move at full speed DC 10: 1d20 + 9 ⇒ (6) + 9 = 15
Success! (Don't really know why I bothered since he can't fail, but at least it means he succeeds at something for a change. :)

On reaching the wall, he casts haunted fey aspect on himself.

AC 10; HP 12/18; DR 1/cold iron; blind


Perception: 1d20 + 6 ⇒ (5) + 6 = 11

"Well, this is what I call a high-class establishment," Pagrip comments as he looks around the world, his words dripping with sarcasm. "Who wouldn't want a nice four poster bed in the middle of a dungeon?"


Pagrip grimaces, but doesn't turn away, as Ten removes the head from the body. "This necromancers is one messed-up bastard," he mutters. "When you have a whole body to begin with, what point is there to cutting it up and piecing it together with other body parts?" He shakes his head.


Pagrip happily helps to look through the books. "Morbid," he mutters, "but fascinating. What a trove!"

He takes the scrolls from Esmerelda without complaint. "Command undead could be particularly useful against the necromancer's servants," he says as he tucks them into his pack.


Pagrip spins around. "Right, secret passage it is." He heads through the secret door.


"Not the secret passage?" Pagrip says as he heads towards the south door. "Good place to hide things, secret passages. Still, obvious doors might contain something interesting too."


It takes a moment for the ringing to go away from Pagrip's ears and he just stares open-mouthed at Esme. "Huh...wha?" he mutters. "Oh right, yes, of course." Rubbing his ears, he begins to search around the room.

Perception: 1d20 + 6 ⇒ (17) + 6 = 23


Pagrip steps up to the derro. Taking advantage of the flanking opportunity offered by Ten, he swings his warhammer.

Warhammer: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10
Damage: 1d8 + 1 + 2d6 ⇒ (8) + 1 + (5, 4) = 18
Sigh. Another botched roll on something he rarely gets to do.


While Ten moves round the north side, Pagrip tries moving around the south side of the table up to the derro. He carefully pulls out his warhammer as he goes.

Stealth: 1d20 + 9 ⇒ (4) + 9 = 13
Figures. One of the things he's really good at but rarely gets to do, and he rolls terribly. :)


"Heh," Pagrip says, "I need to spontaneously check things more often, it seems." He peers down the passageway before stepping in.

Perception: 1d20 + 6 ⇒ (3) + 6 = 9
He then steps in and walks right into a wall apparently. ;)


"Right," Pagrip says, and steps back.

Withdraw behind Ten.


With Caulder out of the way, Pagrip steps up to attack the snaky bones.

Warhammer: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

HP 12/18; AC 16


Reposition: 1d20 + 3 ⇒ (3) + 3 = 6

Pagrip tries again to move Caulder. "Oh good grief, you big oaf," he grunts. "Do you have to wear so much damn heavy armour?"


With the bony creature by him incapacitated, Pagrip turns and approaches Caulder. He then tries to reposition Caulder out of the way.

Hopefully Caulder doesn't resist, but just in case a roll is needed:
Reposition: 1d20 + 3 ⇒ (7) + 3 = 10


Pagrip moves towards the snake to the north, pulling out his warhammer as he moves. Then he attacks.

Warhammer: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

HP 12/18; AC 16


Perception: 1d20 + 6 ⇒ (9) + 6 = 15

Pagrip turns away from the otyugh, a pale look on his face. "Well, that was unpleasant," he says once they're away from the otyugh's chamber. "So, now we have half the body we're looking for. How are we going to carry it about?"

At the entrance to the skull hall, Pagrip, at the back of the line, is more intent on looking at his hands than what's up ahead. He nearly bumps into Esme when the party stops moving. "Hey Esme, do I look okay to you?" he asks.

Lorekeeper:
Is Pagrip feeling ill or anything to go along with his flushed appearance? It seems a little odd that he would need a Perception check to notice his own state.


Sense Motive: 1d20 + 5 ⇒ (20) + 5 = 25

"Some good tasty blues for you!" Pagrip says as he helps haul in the derro bodies.


"I hear the blues are extra tasty," Pagrip says.

Diplomacy to aid another on Ten: 1d20 + 5 ⇒ (1) + 5 = 6

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