Giants of Autumn Twilight (Inactive)

Game Master Jubal Breakbottle

* NORTH OF THE SOUTH FORK OF THE RIVER ESK - 10:15, DAY 16
* Roll20 map


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Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10

Hey guys!

I do agree that Nerak's been the one thinking about most of the plans since, well, the start. I am usually on the same tactical opinion OoC as him (with some exceptions), but I don't think Lys would voice them the same way or even attempt to be serious unless the situation calls on her to be so. Although I admit, he's a somewhat bossy character. (not a player!) I don't mind a bit of IC clashes, in fact I like them, but only as long as they're thoroughly voiced in OoC!

I can see where Arlan's coming from, too, and I'd definitely like to see more people giving ideas on how to do things - I'll absolutely chip in a bit more, and enjoy a little RP talks while the posts are going. Regarding Arlan's absense, don't sweat it at all - I've taken my fair share of absences, and family and work comes first and second, respectively!

Truth be told, as a player I would understand if you want to take a leave, and would absolutely welcome you back with open arms if you want to come back to the game after a while. Though, obviously, if you can and want to continue the game now, that'd be great too!

Lys, in general, is a really happy-go-lucky character, so she'd mostly go along with any plan as long as it doesn't cross her certain moral boundaries, at which point she'll speak up.

At any rate, I do believe most people here are quite busy, myself included, but the rate, while slow, has been quite steady for the past couple of weeks. I would very much love to continue this game for as long as it can, since it's a lovely cast of characters!


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

I've had a lot of fun with you guys in this game, and I appreciate all of the work DM Jubal has done. I'll keep rolling with y'all and I'm on board with the plan! IC post in a bit


* Saltmarsh *
Arlan Ward wrote:
I've had a lot of fun with you guys in this game, and I appreciate all of the work DM Jubal has done. I'll keep rolling with y'all and I'm on board with the plan! IC post in a bit

Great to read. Lets roll


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

Anyone got ranks in diplomacy and/or is a smooth talker?


* Saltmarsh *
Nerak Sersver wrote:
Anyone got ranks in diplomacy and/or is a smooth talker?

Good instinct


Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10

I believe that's Arlan's forte. Inviting Lys to any negotiations is pretty much a recipe for disaster.

That'd be an interesting post to read, though.


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

This might not go well. But at worst, we've got their leader isolated, and the caster chick wants to join us anyway. So we flip her, kill the mooks, and focus fire the leader. :-)


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

Wow the dice will not play ball with us.

Well let's hope the rest of the tribe won't have a problem with a female half orc healer as a new leader in case this guy flips out on us. I just hope self interest and common sense count for something so he doesn't flip out. New orc leadership positions don't normally happen fast, unchallenged, or unbloodied and really we don't have time for that. ;P


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

Paizo is acting up again. >.<

So what do you guys think of the terms?


Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10

Posting inbetween moving heavy furniture, all by myself - I like the terms! I'll work on a post when I have the chance, but I'm absolutely exhausted now.


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

Hmm, I think we need to add a stipulation that they have to lay off raiding settlements in or around the hometown area and Wulfrum would agree to it.

I just haven't been able to say so due to all the website maintenance.

But I am glad that the negotiations were even considered given the rolls made ^_^


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

Pretty sure considering our distance and their numbers that they will have no ability to raid us without the giants. Also come on Wulfrum, you expect the orcs to honor any sort of verbal contract over an extended period of time. ;P


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

Nope, but I expect Dwarves to. And also to enjoy having a reason to spill Orc blood for having done dishonorable things.


* Saltmarsh *

We're close guys. We don't need to open the chest, so let me know when you're done negotiating, and I can describe the two unguarded entrances.


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

As long as nothing leads to a fight or breakdown in the talks. Nerak is cool with things. :)


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

Same, I offered up a thought Wulfrum had, but if it's turned down. I'd just segway into the entrances.

I think after the fortress though, we might be looking into another PC, possibly two given our drop to four.

It'd give a chance to remove all the NPCs as well as the PCs who have gone silent but keep the game going and fun.

Right now, we could potentially run no problem...

We have Arcane support, ranged support, two melee fighters...and a weak healer (That'd be me.) Between using CLWs or even picking up stuff like Positive Phylactery could keep the need for more PCs at bay...but I think things are a bit more fun when games are rocking 5 or 6 as to 4 players.

That's just me randomly rambling early this morning.

Though, Beltzer does appear to still be posting in Paizo...I'm just wondering if he's lost interest in this game or just with all the maintenance hasn't realized the game has had responses.


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

I find it kinda hilarious that at least every one of our characters has a quirk or talking style that aggravates at least one other PC from time to time.

Wulfrum is not a typical patient dwarf. (Thought to be honest, I don't think many dwarves are that patient really.) But this whole mystery box is/would be something I think that would drive a lot of people nuts. Which I think was the idea behind why the Orc brought it.


* Saltmarsh *
Wulfrum Boulderhead wrote:
Though, Beltzer does appear to still be posting in Paizo...I'm just wondering if he's lost interest in this game or just with all the maintenance hasn't realized the game has had responses.

If you see players posting elsewhere but not here, please ask them to officially drop the campaign, so I can adjust.

I prompt players with PM occasionally, but I don't want to always be the one pushing the game.

thanks


Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10

Hey!

Sorry for being rather quiet the past couple of days, I've just moved, and in between moving, lugging furniture and working, I've gotten quite sick. I'll work on something as soon as I can! Great to see this moving along!


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

The mystery box does not really matter to Nerak, sense you know he won't be opening it. ;P

I vote for the iron grate. Not a fan of walking into a orc camp much less into the chiefs tent. But I am with Arlan concerning a few orcs come along, besides the ones we currently have sense we know they can't fight. :)

Lys I hope you get better and pretty sure the DM was not referring to you.


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

Do the orcs have our dwarf friends gear or did the giants take it? Sense we can trade the remaining live orcs we have for what is basically our rescued dwarf's stuff if the orc's still have it.

I have to admit the snarky side of me wanted to say something about the orc's choice of words regarding the chest. But Nerak is smarter then that, even if I'm tempted not to be. xD


* Saltmarsh *
Nerak Sersver wrote:
Do the orcs have our dwarf friends gear or did the giants take it? Sense we can trade the remaining live orcs we have for what is basically our rescued dwarf's stuff if the orc's still have it.

You don't know.

Nerak Sersver wrote:
I have to admit the snarky side of me wanted to say something about the orc's choice of words regarding the chest. But Nerak is smarter then that, even if I'm tempted not to be. xD

In full disclosure, the orcs snarky comments was intended as fun.

cheers


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

Alright, well. I'm not willing to put too much more effort into seeing inside the box. I think we've basically asked in every way but pure blunt "Lemme see whats in the box and we might trade".

Wulfrum basically said that in a round about way but still.

Wulfrum already proposed the group grab up the river grate entrance at high noon. If you guys want that to be tomorrow or the day after, either is fine but I feel like we are spinning wheels with an adverse frenemy.


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

Nerak's good with going through the grate. He doesn't care about the box, if the orcs turn we find out later, if not then we have plenty of loot coming from dead giants. Something should be useful for our dwarven buddies.


Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10

I agree about the grate. Lys will undoubtedly complain about the smell, but, hey - she'd do that regardless.

And I am as curious as you are about the box, don't get me wrong! But I think we're ready to go for some Giantslayin'!


* Saltmarsh *

OK. The general needs a time to clear the guards, because the sewer empties between the fort and the wooden palisade where the orcs live.

Then, I can narrate us to the sewer.


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

Nerak's ready to go.


* Saltmarsh *

Had a long day at work, so I'll advance tomorrow.

I've no desire or intention of running any NPC other than the bad guys. Please let me know who you want to come with you, so you can run them. We'll leave anyone else behind to hold your secret hiding spot.

cheers


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

I say we bring everyone. But I don't want to run anyone but Nerak, Lorn, and Ranon as usual. Someone please take control of the others. x)


* Saltmarsh *

Forgot tonight was my wedding anniversary. Another day delay. Sorry


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

Careful there DM, that's a slippery road.

I could potentially run the NPCs if needed.


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

Alright...I'm assuming I'm gonna run Wulfrum, Arlan, and Beltzar? Did I leave anyone out?


* Saltmarsh *

Wulfrum & Lys, what do you want to do?

Arlan & Nerak haven't posted in two weeks. Everyone else even longer.


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

I mean, I'd like to somehow continue.....Cause I really wanna see how this continues and it's been a lot of fun.


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

I posted five days ago. But I am moving so I may lag a little sometimes. I am good with whatever way you guys want to go through the grate. Physical stuff is not Nerak's forte.


Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10

Best of luck with the moving - I managed to finally move in, but the washing machine's broke, and the internet is running a week late.

@Continuitiness - GM, if you're interested for it, maybe we can start a new recruitment? I'm definitely interested in continuing the game, and I think others are as well.

If we can push through this castle section a bit faster, perhaps we can call on some of the guys from the recruitment/gameplay thread and get them onboard. I'll make it my goal to post at least once daily in this game if the last post isn't mine. That doesn't mean I'm pushing you to post faster, obviously.

Some new blood could definitely be a good thing for the game, it's just a matter of how many, but that can be discussed if a decision is taken.

Cheers!


* Saltmarsh *

OK. Will start a new recruitment. This castle is big.


* Saltmarsh *

Let's pause here. I can retcon a little for reinforcements.

Brainstorm some interesting ways to have new PCs show up.


* Saltmarsh *

I would appreciate any opinion on potential recruits.

I plan to redistribute the magical weapons that you've found: that artifact hammer and greatsword. And anything else I can remember.

If you guys want to run second characters in separate profiles, I'm open to that, too.

cheers


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

Hmmm...Welp, if I were to say my picks, I'd say Argden over Little Ben.

So Zekal, Argden, Nox, Crom.

And I think in that order as far as which I'd prefer. I'm personally not that fond of the Dinosaurs (though as a summoned spell that'd be fine I reckon.). They are on another continent entirely and he didn't give a reason he has one.


Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10

PM sent.

I'll abstain from running two characters. It does take a lot longer to do that in PbP than in person, and I'd like to focus my attention on being a general menace.

No problems on redistributing the weapons. I can't use them.

Nice to see this going back on track - what are you thinking about the retconning?


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

Yea, still leaning Zekal, Isin, Nox, Crom in my thoughts.

It'd provide a bit more healing (Which we lost), a bit more ranged, and two to three melee characters.

I'm not sure how many you're recruiting so I put up my top 4.


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

Sadly between the holidays and moving I haven't been able to look them over. So swinging that to the other players. ;)

As for how to get new PCs in the game. We storm the fortress and stumble on some prisoners. Enter new PCs, only their gear is near by sense they were recently captured.


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

Hey guys, give me a day or three. I just got out of the ER earlier today after an episode. So I'm not 100% in good health and good feels to drop even semi quality posts. I hope to be back at it by Monday.

I'm still gonna try and be a part of the discussion portion of things...and I think I can push forwards with Wulfrum to a degree just forgive me if things aren't....100% coherent.


Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10

That sounds horrible! I hope you get well soon, Wulfy - I don't think anyone would rush you right now.

Speaking of which, I finally have a stable internet connection, so that's off my list, and I'll be able to post more often.

I don't hate Nerak's idea about the prisoners, as that's new recruiting 101 for new arrivals. And besides, if I was a giant, most of the recruitees would look positively scrumptious to me.


Status: None | Cleric 5 / Ranger 2 | 69/69 HP 21 AC | 13 Tch | 18 F | +8 F | +7 R | +8 W | 18 CMD | +5 CMB | +3 Ini |+8 Percp | +10 {+13 Gnt} Corrosive Longbow 1d8+1+1d6 {+2 G} X3 | +9 {+12 Gnt} Silver Spear 1d8-1 {+2 G} x2 | Status: None | 7/7 Channel (3d6) | 50/50 Silver Arrows | 40/40 Arrows | 7/7 Binding Ties | 7/7 Enlarge

Howdy folks. Looks like I made the cut, very exciting.

Sorry to see you are under the weather Wolfrum, I hope you recover soon.


* Saltmarsh *

RETCON

Zekal, Crom & Nox have been traveling in the Beltzen Hold for the past couple of weeks. Yesterday, your team was found by player characters while they were planning to assault the fort. You decided to join them.

Varin, Arlen & Beltzer decided to head back to Trunau. They leave the big magical tools for the team to use. Maybe, they return if the players do.

Agrimmosh:

Agrimmosh appears to be a simple stone blacksmith’s hammer engraved with Minderhal’s holy symbol. It functions as a +2 impact warhammer that automatically resizes itself to match the size of its wielder. Once per day as a full-round action, the wielder of Agrimmosh c an u se t he h ammer to cast heightened enlarge person (Fortitude D C 23 negates). This effect lasts for 20 minutes. Whenever the wielder of Agrimmosh confirms a critical hit against a creature of the humanoid type, the target creature must succeed at a DC 23 Fortitude save or shrink by one size category, as by heightened reduce person. This effect lasts for 20 minutes.

Whenever the wielder of Agrimmosh successfully strikes a creature with the hammer, as an immediate action he can attempt a targeted dispel check against the struck creature, as dispel magic, to end a single ongoing transmutation effect that alters the target’s size. Other ongoing spells and effects are unaffected. The wielder uses the hammer’s caster level as his own when attempting such a dispel check.

Agrimmosh also gains 3 c harges, which renew at the beginning of each day. The wielder can expend the listed number of charges to activate one of the following spelllike abilities as a full-round action; expending an extra charge to activate the spell-like ability reduces the casting time to a swift action instead. Regardless, the wielder of Agrimmosh can activate only one of the weapon’s spell-like abilities per round.
• Heightened enlarge person (1 charge, DC 23; this replaces Agrimmosh’s 1/day enlarge person ability)
• Heightened mass enlarge person (2 charges, DC 23)

Gorum’s Thorn:
This forge-blackened +1 keen greatsword is festooned with religious iconography depicting glorious images of the Lord in Iron. If Gorum is the wielder’s patron, Gorum’s Thorn gains an additional ability: when the wielder confirms a critical hit against any creature with the giant subtype, he can attempt to trip that target as a free action without provoking an attack of opportunity and ignoring any size restrictions related to the target. If the trip attempt fails by 10 or more, the wielder is not knocked prone.


* Saltmarsh *

ACTIONS

Zekal, Crom & Nox, please agree on common background that gets you traveling together. Please divide up the magic weapons.

Nerak, Wulfrum & Lys, please double check the new character sheets and get the new players up to speed in Discussion with your perspective.


* Saltmarsh *

OPTIONS

Before we start, I want to give Zekal, Crom & Nox the option to retool and play one of the NPCs. It will make the retcon easier. Retooling means bring the characters to 6th level keeping the build concept similar. The team provided Umlo with some gear that they found.

The three available are:
1. Varin

2. Ingahild NARGRYMKIN:
A few weeks ago, a pair of dwarf siblings,
Ingrahild and Umlo Nargrymkin, entered
Ghostlight Marsh in search of the tomb of
their ancestor, the giantslayer Nargrym
Steelhand. Unfortunately, they were
hundreds of miles away from the real
location of their kin’s f inal resting
place in the Mindspin Mountains—
perhaps confusing stories of the Vault
of Thorns with those of Nargrym’s
tomb. Accompanied by a pair of hired
mercenaries, the dwarves stumbled
upon the druidic circle of standing
stones marking the Vault of Thorns,
and were ambushed by a coven of green
hags and their marsh giant bodyguard.
Although the two mercenaries were
killed and the dwarf siblings were driven insane by a bestow
curse cast by the coven, the group did manage to kill two of
the three green hags, effectively destroying the coven. The
surviving hag, Ewigga, retreated into the Vault of Thorns,
while the schizophrenic dwarves wandered off into the
swamp and became separated. Umlo was captured by an
orc raiding party and brought to Redlake Fort’s bear pit
(see area K2), leaving Ingrahild alone in Ghostlight Marsh,
aimlessly searching for her lost brother.

Female dwarf ranger 6
NG Medium humanoid (dwarf)
Init +6; Senses darkvision 60 ft.; Perception +10
DEFENSE
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 55 (6d10+18)
Fort +7, Ref +7, Will +3; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
Weaknesses schizophrenic
OFFENSE
Speed 20 ft.
Melee +1 dwarven waraxe +9/+4 (1d10+4/×3), mwk handaxe
+8/+3 (1d6+1/×3)
Ranged mwk composite shortbow +9/+4 (1d6+3/×3)
Special Attacks combat style (two-weapon), favored enemy
(giants +2, orcs +4), hatred
Ranger Spells Prepared (CL 3rd; concentration +4)
1st—entangle (DC 12), pass without trace
STATISTICS
Str 16, Dex 14, Con 15, Int 12, Wis 12, Cha 6
Base Atk +6; CMB +9; CMD 21 (25 vs. bull rush, 25 vs. trip)
Feats Diehard, Endurance, Improved Initiative, Improved Two-
Weapon Fighting, Two-Weapon Fighting, Weapon Focus
(dwarven waraxe)
Skills Climb +8, Handle Animal +7, Intimidate +7, Knowledge
(dungeoneering) +7, Knowledge (nature) +7, Perception +10
(+12 to notice unusual stonework), Stealth +7, Survival +10
Languages Common, Dwarven, Orc
SQ favored terrain (mountain +2), hunter’s bond (companions),
track +3, wild empathy +4
Combat Gear potion of cure moderate wounds, potion of
remove curse; Other Gear mwk chainmail, +1 dwarven waraxe, mwk handaxe, mwk composite shortbow with
9 arrows, steel hair clasp in the shape of a fist (worth 40 gp)


3. UMLO NARGRYMKIN:
A reluctant combatant, Umlo
retired from adventuring years
ago and settled for a simpler life
as a cook. When Ingrahild became
fascinated with finding their lost
ancestor Nargrym Steelhand’s tomb,
Umlo was unable to dissuade her, so
he decided to come along. If he could not
keep his sister at home, he’d a least make
sure she ate well on the road. Like Ingrahild,
Umlo fell victim to the schizophrenia caused by the hag
coven’s bestow curse. Wandering aimlessly in the throes of
his insanity, Umlo became separated from his sister and
stumbled out of Ghostlight Marsh, only to cross paths with
an orc patrol from the fort. The orcs brought Umlo here,
where they have pitted him almost daily against the bears,
armed with nothing but his mithral skillet. Still in a state
of insanity when he arrived, Umlo fell quickly to the bears’
attacks in his first battle. Not wanting the “entertainment”
to end so swiftly, the orcs’ leader, General Karrguk, ordered
his concubine Droja to heal the dwarf so the pit’s spectacle
could resume. Droja recognized Umlo’s aff liction and
cast remove curse on him, restoring his lucidity, and has
continued to aid him with healing, though she has been
unable to free the captive dwarf.

Male dwarf fighter (free hand fighter) 5/rogue 2 (Pathfinder
RPG Advanced Player’s Guide 105)
NG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +10
DEFENSE
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp 60 (7 HD; 5d10+2d8+19)
Fort +6, Ref +6, Will +1; +2 vs. poison, spells, and spelllike
abilities
Defensive Abilities defensive training, elusive +1, evasion
OFFENSE
Speed 20 ft.
Melee mithral skillet +10/+5 (1d6+4)
Special Attacks deceptive strike +1, hatred, singleton +1,
sneak attack +1d6
STATISTICS
Str 16, Dex 14, Con 14, Int 13, Wis 10, Cha 8
Base Atk +6; CMB +9 (+12 disarm); CMD 22 (26 vs. bull rush,
25 vs. disarm, 26 vs. trip)
Feats Catch Off-Guard, Cleave, Combat Expertise, Improved
Disarm, Improved Feint, Power Attack, Weapon Focus
(warhammer), Weapon Specialization (warhammer)
Skills Acrobatics +10, Bluff +8 (+9 to feint), Disable Device +10,
Perception +10 (+12 to notice unusual stonework), Profession
(cook) +7, Stealth +12
Languages Common, Dwarven, Giant
SQ rogue talents (combat trick), trapfinding +1 Gear mithral
skillet


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

O.o....where....when did we pick up that Warhammer?

That thing is nasty.

Ok. So looking over character sheets, the only thing I think that confuses me is Nox's armor. Is it a Mwk Breastplate with +1 Giant Defiant Armor Spikes? or is it a +1 Breastplate with +1 Giant Defiant Armor Spikes?

Nevermind, did math. It has to be the later.

I hate the idea of it as I don't like one character getting too powerful compared to the others gear wise, but if no one wants to use the Warhammer, Wulfrum would gladly use it.

I'd be happy to relinquish the Armor he's wearing in order to do so but I mean a +2 Warhammer that has impact on it is nasty.

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