GM Fuzzfoot's AP: Giantslayer, Dwarven Brigade (Inactive)

Game Master PJP

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Male Dwarf Tortured Crusader | HP: 69/69| AC: 21 (10 Tch, 21 FF) | CMD: 21 | F: +8, R: +4, W: +8 (+2 vs poison, spells) | Init: +1 | Perc: +12, SM: +13 | Active conditions: none

Definitely think that is we have the lead on a back/side entrance, we should try that first.

Dark Archive

Dwarf Battle-Host 7 | HP 66/66 | AC 25 (29 vs Giant); TCH 12; FF 24; F +10; R +7; W+7; CMB +20; CMD 23; INIT +8
Consumables:
Focus: Armor 5/5; Weapon 6/6 | Roll with it 2/2 | Wands: CLW 33/50 |

I agree. Sorry I am not making much of the actual decisions on this as I have ran all of this and don't wish to steer the group into something.


CN Male Dwarf Menhir Savant 7 HP: 58/59 | AC: 21 T: 12 FF: 19 CMD: 17 | F+8 R+5 W+10 +2 spells, sla's, poison, +4 fey/plants| Init +2 | Perception +20, Darkvision 60ft, 20ft [30ft]
Tracked Resources:
Roll With It 2/2; Spells - 1st: 4+1/6+1 2nd: 4+1/4+1 3rd: 2+1/3+1; 4th: 2+1/2+1; Place Magic 6/7; Acid Dart 6/7; P of P 1: 1/1; Extend 2/3; Reach 3/3; Wild 0/2

So far the backdoor is the clear winner here. Any other opinions?


1 person marked this as a favorite.
DECEASED (eaten by a plant) Wounds (53) HP (63) Saves (8/8/10, +2 Hardy) AC22 (20/19/17, +2 Barkskin) Ki (1/9) Initiative (+3) CMD (28) Diplomacy, Sense Motive, Perception (+15) Intimidate, K History/Religion, Fletcher (+11) Acrobatics (+6)

Reroll all of our characters. Gather all enemies in the front door. 1/3 of us cast grease. 2/3 cast fireball.

Or we just go in through the backdoor


Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

Back door, or Gundar climbs something and drops a rope for you guys. But probably back door.


DECEASED (eaten by a plant) Wounds (53) HP (63) Saves (8/8/10, +2 Hardy) AC22 (20/19/17, +2 Barkskin) Ki (1/9) Initiative (+3) CMD (28) Diplomacy, Sense Motive, Perception (+15) Intimidate, K History/Religion, Fletcher (+11) Acrobatics (+6)

So...Climb the palisade? One dwarf goes up and ties a rope for the rest to follow


CN Male Dwarf Menhir Savant 7 HP: 58/59 | AC: 21 T: 12 FF: 19 CMD: 17 | F+8 R+5 W+10 +2 spells, sla's, poison, +4 fey/plants| Init +2 | Perception +20, Darkvision 60ft, 20ft [30ft]
Tracked Resources:
Roll With It 2/2; Spells - 1st: 4+1/6+1 2nd: 4+1/4+1 3rd: 2+1/3+1; 4th: 2+1/2+1; Place Magic 6/7; Acid Dart 6/7; P of P 1: 1/1; Extend 2/3; Reach 3/3; Wild 0/2

I say we try to approach stealthily and with as much tree cover as we can on our way to the backdoor. Even with armor check penalties, I'm hoping that ranged penalties and doors/walls will make the perception check sufficiently challenging that we can at least make it there!

As a bird, I can also scout the inside of the fort once we get closer and their positions are more relevant to us. If we want to go the climbing route, I could harass one side of the fort to get y'all a distraction.


DECEASED (eaten by a plant) Wounds (53) HP (63) Saves (8/8/10, +2 Hardy) AC22 (20/19/17, +2 Barkskin) Ki (1/9) Initiative (+3) CMD (28) Diplomacy, Sense Motive, Perception (+15) Intimidate, K History/Religion, Fletcher (+11) Acrobatics (+6)

Good idea on scouting
Not so good idea on distraction. Splitting the party = bad unless really necessary


Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

Had to go back and search for the reference, but the knight we rescued awhile back told of a hidden sewer tunnel. Were we not going to use that?


CN Male Dwarf Menhir Savant 7 HP: 58/59 | AC: 21 T: 12 FF: 19 CMD: 17 | F+8 R+5 W+10 +2 spells, sla's, poison, +4 fey/plants| Init +2 | Perception +20, Darkvision 60ft, 20ft [30ft]
Tracked Resources:
Roll With It 2/2; Spells - 1st: 4+1/6+1 2nd: 4+1/4+1 3rd: 2+1/3+1; 4th: 2+1/2+1; Place Magic 6/7; Acid Dart 6/7; P of P 1: 1/1; Extend 2/3; Reach 3/3; Wild 0/2

Sorry if I've been unclear, but that is the backdoor I've been talking about!


Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

I figured, Thozar, I just couldn't remember all the info we had about it.


CN Male Dwarf Menhir Savant 7 HP: 58/59 | AC: 21 T: 12 FF: 19 CMD: 17 | F+8 R+5 W+10 +2 spells, sla's, poison, +4 fey/plants| Init +2 | Perception +20, Darkvision 60ft, 20ft [30ft]
Tracked Resources:
Roll With It 2/2; Spells - 1st: 4+1/6+1 2nd: 4+1/4+1 3rd: 2+1/3+1; 4th: 2+1/2+1; Place Magic 6/7; Acid Dart 6/7; P of P 1: 1/1; Extend 2/3; Reach 3/3; Wild 0/2

GM, any results for my knowledge roll?


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Sorry - I just updated the post. You can use the Knowledge link in my status to see what specifics you can ask about, 1 for each 5 you beat the DC by. This time Ijust gave you special attacks, since some of the defenses you already learned about (immune to fire).


Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

Ma new weapon! *looks up the rules for repairing magic weapons*


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Make whole is probably your best bet. Not sure if anyone has access to it, though.


CN Male Dwarf Menhir Savant 7 HP: 58/59 | AC: 21 T: 12 FF: 19 CMD: 17 | F+8 R+5 W+10 +2 spells, sla's, poison, +4 fey/plants| Init +2 | Perception +20, Darkvision 60ft, 20ft [30ft]
Tracked Resources:
Roll With It 2/2; Spells - 1st: 4+1/6+1 2nd: 4+1/4+1 3rd: 2+1/3+1; 4th: 2+1/2+1; Place Magic 6/7; Acid Dart 6/7; P of P 1: 1/1; Extend 2/3; Reach 3/3; Wild 0/2

Mending works too (which I can prep), but my CL has to be equal to or higher than the CL of the weapon. Idk what the CL of a magic weapon would be though.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

As far as I can tell, CL for flaming is 10.


Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

I'll have to be asking around for a scroll of Make Whole next time we find ourselves in some semblance of civilization, then. That or spend a lot of money on a crafter - though I'd hope that repairing a non-broken weapon to full HP wouldn't be as expensive as repairing a fully broken one.


DECEASED (eaten by a plant) Wounds (53) HP (63) Saves (8/8/10, +2 Hardy) AC22 (20/19/17, +2 Barkskin) Ki (1/9) Initiative (+3) CMD (28) Diplomacy, Sense Motive, Perception (+15) Intimidate, K History/Religion, Fletcher (+11) Acrobatics (+6)

I’ve got a Cold Iron Dwarven Waraxe if you’d like to use it. Ingrahild doesn’t have flurry of blows for her fists, so the Waraxe was a better option. But as she uses her bow as the main weapon, she’d have no problem handing the axe away


Male Dwarf Tortured Crusader | HP: 69/69| AC: 21 (10 Tch, 21 FF) | CMD: 21 | F: +8, R: +4, W: +8 (+2 vs poison, spells) | Init: +1 | Perc: +12, SM: +13 | Active conditions: none

Is the weapon totally broken, or just damaged?


Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

Currently just damaged, I think. Rules seem to say that a +1 Flaming Scimitar would have 25 points, it was damaged for 10.

Don't think I'd need to borrow somebody else's weapon. I think I still have my own Dwarven Waraxe that I started with.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

And like you said, it has 10 dmg of 25 , so it isn't technically broken until at least 1/2 damage.

This got me curious, because I hadn't considered hardness at all, and the gray ooze entry simply says

Quote:

A wooden or metal weapon that strikes a gray ooze takes 1d6 acid damage unless the weapon’s wielder succeeds on a DC 20 Reflex save.

It doesn't say anything about bypassing hardness. Nor does it say anything about the general rule

Quote:

Energy attacks deal half damage to most objects. Divide the damage by 2 before applying the object’s hardness. Some energy types might be particularly effective against certain objects, subject to GM discretion. For example, fire might do full damage against parchment, cloth, and other objects that burn easily. Sonic might do full damage against glass and crystal objects.

So ok, as the GM, I could decide to make metal more vulnerable to acid... but why? If it wasn't considered relevant enough to make a standard rule, I see no reason here to institute it. But even if I did, we are just talking full damage vs 1/2 damage (which I forgot about anyway).

Given all of this, I would say the weapon, which has a hardness of 14, would not have suffered anything from the (10/2 =) 5 damage to apply. So your weapon is fine.


Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

I was wondering about hardness, but it made sense to me that acid would bypass hardness on a metal weapon. I probably wouldn't have ruled it as negated damage!. :)

Still, nice. Nevermind guys, blade's fine.


1 person marked this as a favorite.
Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Hello, everyone. I am afraid this week just got away from me with so much to do before I leave. I will be travelling until March 25, and I don't plan to have much time or access during, so I will pick this back up when I return. Thanks for you patience!


DECEASED (eaten by a plant) Wounds (53) HP (63) Saves (8/8/10, +2 Hardy) AC22 (20/19/17, +2 Barkskin) Ki (1/9) Initiative (+3) CMD (28) Diplomacy, Sense Motive, Perception (+15) Intimidate, K History/Religion, Fletcher (+11) Acrobatics (+6)

Have fun! Thanks for the heads up


CN Male Dwarf Menhir Savant 7 HP: 58/59 | AC: 21 T: 12 FF: 19 CMD: 17 | F+8 R+5 W+10 +2 spells, sla's, poison, +4 fey/plants| Init +2 | Perception +20, Darkvision 60ft, 20ft [30ft]
Tracked Resources:
Roll With It 2/2; Spells - 1st: 4+1/6+1 2nd: 4+1/4+1 3rd: 2+1/3+1; 4th: 2+1/2+1; Place Magic 6/7; Acid Dart 6/7; P of P 1: 1/1; Extend 2/3; Reach 3/3; Wild 0/2

Enjoy!


DECEASED (eaten by a plant) Wounds (53) HP (63) Saves (8/8/10, +2 Hardy) AC22 (20/19/17, +2 Barkskin) Ki (1/9) Initiative (+3) CMD (28) Diplomacy, Sense Motive, Perception (+15) Intimidate, K History/Religion, Fletcher (+11) Acrobatics (+6)

Roll call?


CN Male Dwarf Menhir Savant 7 HP: 58/59 | AC: 21 T: 12 FF: 19 CMD: 17 | F+8 R+5 W+10 +2 spells, sla's, poison, +4 fey/plants| Init +2 | Perception +20, Darkvision 60ft, 20ft [30ft]
Tracked Resources:
Roll With It 2/2; Spells - 1st: 4+1/6+1 2nd: 4+1/4+1 3rd: 2+1/3+1; 4th: 2+1/2+1; Place Magic 6/7; Acid Dart 6/7; P of P 1: 1/1; Extend 2/3; Reach 3/3; Wild 0/2

*raises hand*


Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

You... you did see the double negative there, right Ingrahild? o_0


CN Male Dwarf Menhir Savant 7 HP: 58/59 | AC: 21 T: 12 FF: 19 CMD: 17 | F+8 R+5 W+10 +2 spells, sla's, poison, +4 fey/plants| Init +2 | Perception +20, Darkvision 60ft, 20ft [30ft]
Tracked Resources:
Roll With It 2/2; Spells - 1st: 4+1/6+1 2nd: 4+1/4+1 3rd: 2+1/3+1; 4th: 2+1/2+1; Place Magic 6/7; Acid Dart 6/7; P of P 1: 1/1; Extend 2/3; Reach 3/3; Wild 0/2

Thought it was a typo, but I'll wait for clarification. That's kind of important.


DECEASED (eaten by a plant) Wounds (53) HP (63) Saves (8/8/10, +2 Hardy) AC22 (20/19/17, +2 Barkskin) Ki (1/9) Initiative (+3) CMD (28) Diplomacy, Sense Motive, Perception (+15) Intimidate, K History/Religion, Fletcher (+11) Acrobatics (+6)

Typo. Tired. Sorry.


CN Male Dwarf Menhir Savant 7 HP: 58/59 | AC: 21 T: 12 FF: 19 CMD: 17 | F+8 R+5 W+10 +2 spells, sla's, poison, +4 fey/plants| Init +2 | Perception +20, Darkvision 60ft, 20ft [30ft]
Tracked Resources:
Roll With It 2/2; Spells - 1st: 4+1/6+1 2nd: 4+1/4+1 3rd: 2+1/3+1; 4th: 2+1/2+1; Place Magic 6/7; Acid Dart 6/7; P of P 1: 1/1; Extend 2/3; Reach 3/3; Wild 0/2

I meant typo on the GM's end actually! Once I know the GM meant that they intend on eating us if we release them, I'll post accordingly. If the GM made a typo, and they don't plan on eating us, Thozar will be helping Ingrahild release them.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Oh no, they do intend to not refrain from eating you. There will absolutely be no attempt to not gnaw on your bones.

You think you actually saw one lick her lips and drool.

The other one's stomache just growled.


CN Male Dwarf Menhir Savant 7 HP: 58/59 | AC: 21 T: 12 FF: 19 CMD: 17 | F+8 R+5 W+10 +2 spells, sla's, poison, +4 fey/plants| Init +2 | Perception +20, Darkvision 60ft, 20ft [30ft]
Tracked Resources:
Roll With It 2/2; Spells - 1st: 4+1/6+1 2nd: 4+1/4+1 3rd: 2+1/3+1; 4th: 2+1/2+1; Place Magic 6/7; Acid Dart 6/7; P of P 1: 1/1; Extend 2/3; Reach 3/3; Wild 0/2

Then it looks like we have something of a predicament, because I suspect these things can be mighty loud if they need to be... Since Ulark and Ingrahild made the check, I suppose it'll be up to them!


DECEASED (eaten by a plant) Wounds (53) HP (63) Saves (8/8/10, +2 Hardy) AC22 (20/19/17, +2 Barkskin) Ki (1/9) Initiative (+3) CMD (28) Diplomacy, Sense Motive, Perception (+15) Intimidate, K History/Religion, Fletcher (+11) Acrobatics (+6)

Actions remain the same. If she trusts them to not eat us and fight the giants then they come out. Otherwise she moves on.

Dark Archive

Dwarf Battle-Host 7 | HP 66/66 | AC 25 (29 vs Giant); TCH 12; FF 24; F +10; R +7; W+7; CMB +20; CMD 23; INIT +8
Consumables:
Focus: Armor 5/5; Weapon 6/6 | Roll with it 2/2 | Wands: CLW 33/50 |

Belir shrugs. "Good enough fer me." He reaches down to try and open the cage.

Strength check: 1d20 + 5 ⇒ (10) + 5 = 15

He grunts as he strains his back. "Give me a hand here laddies."


CN Male Dwarf Menhir Savant 7 HP: 58/59 | AC: 21 T: 12 FF: 19 CMD: 17 | F+8 R+5 W+10 +2 spells, sla's, poison, +4 fey/plants| Init +2 | Perception +20, Darkvision 60ft, 20ft [30ft]
Tracked Resources:
Roll With It 2/2; Spells - 1st: 4+1/6+1 2nd: 4+1/4+1 3rd: 2+1/3+1; 4th: 2+1/2+1; Place Magic 6/7; Acid Dart 6/7; P of P 1: 1/1; Extend 2/3; Reach 3/3; Wild 0/2

Welcome to the discussion thread Belir :)

Dark Archive

Dwarf Battle-Host 7 | HP 66/66 | AC 25 (29 vs Giant); TCH 12; FF 24; F +10; R +7; W+7; CMB +20; CMD 23; INIT +8
Consumables:
Focus: Armor 5/5; Weapon 6/6 | Roll with it 2/2 | Wands: CLW 33/50 |

Doh! No clue how I messed that one up. lol


CN Male Dwarf Menhir Savant 7 HP: 58/59 | AC: 21 T: 12 FF: 19 CMD: 17 | F+8 R+5 W+10 +2 spells, sla's, poison, +4 fey/plants| Init +2 | Perception +20, Darkvision 60ft, 20ft [30ft]
Tracked Resources:
Roll With It 2/2; Spells - 1st: 4+1/6+1 2nd: 4+1/4+1 3rd: 2+1/3+1; 4th: 2+1/2+1; Place Magic 6/7; Acid Dart 6/7; P of P 1: 1/1; Extend 2/3; Reach 3/3; Wild 0/2

Y'all, this party does a ludicrous amount of damage. Like holy hell. So proud of our Dwarven band :')

Dark Archive

Dwarf Battle-Host 7 | HP 66/66 | AC 25 (29 vs Giant); TCH 12; FF 24; F +10; R +7; W+7; CMB +20; CMD 23; INIT +8
Consumables:
Focus: Armor 5/5; Weapon 6/6 | Roll with it 2/2 | Wands: CLW 33/50 |

I will also be gone at paizocon most of this next week. Looking over the schedule I don't see why I shouldn't be able to at least get in a single post at night. 23rd-27th May.


CN Male Dwarf Menhir Savant 7 HP: 58/59 | AC: 21 T: 12 FF: 19 CMD: 17 | F+8 R+5 W+10 +2 spells, sla's, poison, +4 fey/plants| Init +2 | Perception +20, Darkvision 60ft, 20ft [30ft]
Tracked Resources:
Roll With It 2/2; Spells - 1st: 4+1/6+1 2nd: 4+1/4+1 3rd: 2+1/3+1; 4th: 2+1/2+1; Place Magic 6/7; Acid Dart 6/7; P of P 1: 1/1; Extend 2/3; Reach 3/3; Wild 0/2

Posting this in all of my games:

As of yesterday, I have moved to London!

1. This should not impact my posting regularity, but it will change when I can post (around five hours earlier now).

2. If you live in London and enjoy playing with me/in my games, shoot me a PM! I'd love to get involved in the local PFS, a homegame, or even 5e (although I'd be brand new at that).


Male Dwarf Tortured Crusader | HP: 69/69| AC: 21 (10 Tch, 21 FF) | CMD: 21 | F: +8, R: +4, W: +8 (+2 vs poison, spells) | Init: +1 | Perc: +12, SM: +13 | Active conditions: none

Congrats! (presuming it was a happy/intentional move)


CN Male Dwarf Menhir Savant 7 HP: 58/59 | AC: 21 T: 12 FF: 19 CMD: 17 | F+8 R+5 W+10 +2 spells, sla's, poison, +4 fey/plants| Init +2 | Perception +20, Darkvision 60ft, 20ft [30ft]
Tracked Resources:
Roll With It 2/2; Spells - 1st: 4+1/6+1 2nd: 4+1/4+1 3rd: 2+1/3+1; 4th: 2+1/2+1; Place Magic 6/7; Acid Dart 6/7; P of P 1: 1/1; Extend 2/3; Reach 3/3; Wild 0/2

Thanks! It is, my spouse's job moved us over here :)


DECEASED (eaten by a plant) Wounds (53) HP (63) Saves (8/8/10, +2 Hardy) AC22 (20/19/17, +2 Barkskin) Ki (1/9) Initiative (+3) CMD (28) Diplomacy, Sense Motive, Perception (+15) Intimidate, K History/Religion, Fletcher (+11) Acrobatics (+6)

In that case congrats!


1 person marked this as a favorite.
Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

OK, folks - so here is where we are. You have a lot of keep to explore if you like, but you just killed the BBEG by basically skipping to the end!

Now, as a group of dwarves, you know that without a strong leader, the organization here will quickly fall apart. Ogres will start eating orcs, orc tribes will begin to quarrel, etc.

SO... if you want to handwave the rest of this book and move on to 3, I am ok with that. If you prefer to clean house, that is fine too. In any case, you have earned your 7th level (which will make cleaning house much easier).

I don't have a real preference here, but wanted to give you the option. Given how long these campaigns take in PbP, we still have 4 books to go. But I don't want to cheat anyone of the full experience if you really like killing orcs. On the other hand, giants ahead...

Talk among yourselves and let me know.


DECEASED (eaten by a plant) Wounds (53) HP (63) Saves (8/8/10, +2 Hardy) AC22 (20/19/17, +2 Barkskin) Ki (1/9) Initiative (+3) CMD (28) Diplomacy, Sense Motive, Perception (+15) Intimidate, K History/Religion, Fletcher (+11) Acrobatics (+6)

Logically speaking, it’s better IC to get the hell out and let them kill each other. A keep full of orcs united against us means we can be cornered and overwhelmed. Losing another dwarf isn’t worth it when we know that the enemies will turn on each other. Especially as they might well blame each other for murdering the BBEG.

And OOC I’d rather move on to the next book that spend the next month fighting mooks.


DECEASED (eaten by a plant) Wounds (53) HP (63) Saves (8/8/10, +2 Hardy) AC22 (20/19/17, +2 Barkskin) Ki (1/9) Initiative (+3) CMD (28) Diplomacy, Sense Motive, Perception (+15) Intimidate, K History/Religion, Fletcher (+11) Acrobatics (+6)

Lvl7!

HP: +9 (63)
Saves: None
BaB: +1 (still full for Flurry)
Ki Pool: Arrows count as cold iron and silver
Wholeness of Body -> QuickDraw

Feat: Clustered Shots (When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction.)

There we go! Now she is better at bursting through DR. And if caught unaware, she can use quick draw to get her bow out and start shooting at full BaB

Also look forward to getting back to civilization. Shopping!

GM Question

We aren’t really tracking arrows, especially given Ingrahild has Profession fletcher so she can make her own. But I’d still like a quiver that refills itself.

https://www.d20pfsrd.com/magic-items/magic-item-creation/#Magic_Item_Gold_P iece_Values

The formula for a continuous spell effect (abundant ammunition) is spell level × caster level × 2,000 gp, for a total of 2,000 gp.

Could I spend that on an enchanted quiver that refills itself?


Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

Agree with the hand-waving and getting the f$!@ out of dodge. Dwarven Commando squad has achieved the objective - ready for extraction. Gundar LOVES killing orcs, but he's too wise to stick around when the job is already done.

Go go gadget level-up! I qualify for Horizon Walker this level. Hmmm... to prestige or not prestige, that is the question.


DECEASED (eaten by a plant) Wounds (53) HP (63) Saves (8/8/10, +2 Hardy) AC22 (20/19/17, +2 Barkskin) Ki (1/9) Initiative (+3) CMD (28) Diplomacy, Sense Motive, Perception (+15) Intimidate, K History/Religion, Fletcher (+11) Acrobatics (+6)

Horizon Walker? Nice...

Lvl 7: Favored Terrain (something useful), Feat (Toughness, now or lvl 9)
Lvl 8: Favored Terrain Desert with Mastery (The horizon walker gains immunity to exhaustion; anything that would cause him to become exhausted makes him fatigued instead)
Lvl 9: Dominance Desert (The horizon walker gains fire resistance 10 and immunity to fatigue)

So now Gundar is immune to exhaustion and fatigue! Which means...

Lvl 10: Stalwart Defender! It needs Dodge, Endurance, Toughness. You’d have all 3!

This would give you +1 AC and Defensive Stance. Which gives +4 Str +4 Con +2 AC and +2 Will. The catch to defensive stance is that if you move then you become fatigued. But with horizon walker, you are immune to fatigue! So Stalwart Defender becomes an amazing PrC, which you can then just level up in.

The synergy between the two prestige classes is great. It’s a long build up for it. But I could see it really paying off.

——-

https://www.d20pfsrd.com/classes/prestige-classes/other-paizo/s-z/sun-seeke r/

Otherwise Sun Seeker might not be bad? Extra damage vs orcs and giants with free Intimidate check.


Male Dwarf Ranger 6 / Horizon Walker 1 | HP:69/69 | AC: 22 / T: 12 / FF: 20 | Fort: +9, Ref: +6, Will: +4 | M. Atk: +12/7, R. Atk: +8/3 | CMB: +11, CMD: 22 | Init: +1, Perception: +12
Attacks:
Melee +1 Fl Scimitar +12/7 (2d6+5/18-20/x2) Ranged Heavy Crossbow +8/3 (1d10/x3)

Stalwart defender would make a lot of sense for Gundar, but Desert focus doesn't really unless the part starts moving into desert terrain. I'm too beholder to RP and story to pick up stuff purely for the mechanical perks.

If I go HW, I'll probably pick up Mountain mastery/dominance first for the DR. I'd love to go Astral or Ethereal for the fun abilities (I love Dimension-dooring around battles and obstacles), but it would be a slight stretch to justify character-wise.

Well, we'll see what comes up. I'd never seen Sun Seeker before! I'll take a look.

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