GMTrex's Kingmaker Campaign

Game Master Andrew Trexler

The Marchlands | Tactical Map | Strategic Map | Handouts | Quests | People Places Things | Campaign Tracking


2,501 to 2,550 of 8,352 << first < prev | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | next > last >>

M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
Spells L1:3/3 L2:1/2; L3 2/2

current AC: 22 (-2 rage, +4 shield)


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Though the effect is deadened, Unrak's blade opens a bright red gash in the woman's pale white flesh. She continues to dance...

Round II
1. Unrak, Augrym (46/50 hp), Zed (dazed), Marc (34/38 hp)
2. Sith (26 dmg)
3. Taranis (Toth dazed)


Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

As a swift action, Augrym activates his last round of Bane for the day.

attack: 1d20 + 14 ⇒ (14) + 14 = 281d8 + 9 + 2d6 ⇒ (4) + 9 + (1, 4) = 18

"Whoever kills. this thing will be cursed?! Someone better come up with an idea quickly! It will die soon."

Grand Lodge

Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

Marc doesn't fear being cursed. His Faith is his Shield.

fever to cast divine favor. 5 ft step and attack. Phalanx Formation negates soft cover from friends

attack on green: 1d20 + 13 ⇒ (10) + 13 = 23
damage?: 2d4 + 10 ⇒ (4, 1) + 10 = 15


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Marc, you are nowhere near enough to five-foot and attack. I moved you.

Augrym and Marc open new slashes, yet the woman dances on. Acrobatics vs DC 28: 1d20 + 16 ⇒ (17) + 16 = 33 She steps lightly between the fighters, swaying gracefully to avoid the singing blades, and glides towards the elf. A mischievous smile dances on her lips and her eyes sparkle with mirth. Zed, entranced, grins broadly as she approaches.

She dances a circle around him, a light hand caressing his shoulders as she goes round. She stops and looks him full in the face, breaking out into a seductive smile and gentle laugh. Her hand is on his chest. She brings herself close, their hips all but touching. She wraps her leg around his as her other hand slips around his waist. Nose to nose, her warm breath smells like summer rain. Her body is close and warm and eager. She smiles shyly and gently kisses his cheek, his ear, his neck. Her hand is in his hair, pulling him closer still, her body wrapped around his.

And then the teeth sink in.

Grapple: 1d20 + 7 ⇒ (11) + 7 = 18 SUCCESS
BLOOD DRAIN: 1d6 + 3 ⇒ (1) + 3 = 4 plus Str Dmg: 1d4 ⇒ 2 plus Con Dmg: 1d4 ⇒ 1

Round II
1. Unrak, Augrym (46/50 hp), Zed (dazed, grappled, 23/27 hp, 2 Str dmg, 1 Con dmg), Marc (34/38 hp)
2. Sith (49 dmg)
3. Taranis (Toth dazed)


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Taranis steps forward and slashes with his blade of flame, hoping that while grappled, she's easier to hit: Melee Touch: 1d20 + 3 ⇒ (5) + 3 = 8 Sigh


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Taranis's fire fails to distract the entwined lovers...

Round III
1. Unrak, Augrym (46/50 hp), Zed (dazed, grappled, 23/27 hp, 2 Str dmg, 1 Con dmg), Marc (34/38 hp)
2. Sith (49 dmg)
3. Taranis (Toth dazed)


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
Spells L1:3/3 L2:1/2; L3 2/2

Unrak roars again, refusing to let the display arouse anything but savagery & outrage in him

STOP EATING HIM BIOTCH!!!

He sidles up, hoping to end this weirdness!

Attack: 1d20 + 10 ⇒ (12) + 10 = 22
Damage: 2d6 + 13 ⇒ (4, 2) + 13 = 19

Grand Lodge

Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

Marc takes his frustrations of allowing this wench to foil is defenses and slide right by him:
attack!: 1d20 + 13 ⇒ (12) + 13 = 25
damage?: 2d4 + 10 ⇒ (2, 1) + 10 = 13


Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

Augrym moves across the floor, with much less grace.

attack: 1d20 + 15 ⇒ (9) + 15 = 241d8 + 7 + 2d6 ⇒ (3) + 7 + (1, 2) = 13

2d6 is from sneak attack damage. Assuming she takes that sort of thing.

”I am not into that sort of thing wizard friend Zed. Do you have a safe word or some sort of sign we should look for? Blink 2 if you are in trouble.”


AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests

To be fair, I think Zed is enjoying this?

Zed grunts a bit in pain, but he waves off his friends in their efforts to block his rooster.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16
Zed the Unbroken wrote:
To be fair, I think Zed is enjoying this?

Oh, he definitely is.

Combining their strength, the three heavies put enough steel to the Lady of the Tower to end her. Zed snaps to a moment later and gives them a dirty look. "Hey!"

Out of combat. For defeating the Lady of the Tower, each Huntsman earns 580 XP.


Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

Augrym will begin to search himself for curses. He has no magical means to do this so he’s mostly just frisking himself and looking curiously at the rest of the group.

”Who got the curse? I don’t feel any different.”

Augrym will begin to search the room once he’s comfortable that all of his parts are still there and in the same condition as he left them.

Perception: 1d20 + 15 ⇒ (15) + 15 = 30


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Taranis looks around, "Gentlemen, that was a tremendous display of puissance at arms..." Taranis trusts Augrym's search, "Zed, how are you doing?"

Grand Lodge

Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

Marc walks up to Zeb."Zeb, My Son. We must keep the northern head in control of our southern one or bad things happen..." He gestures to the dead woman.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16
Augrym Ko’Charr wrote:

Augrym will begin to search himself for curses. He has no magical means to do this so he’s mostly just frisking himself and looking curiously at the rest of the group.

”Who got the curse? I don’t feel any different.”

Augrym will begin to search the room once he’s comfortable that all of his parts are still there and in the same condition as he left them.

Oh, right. That. Killing blow technically goes to Augrym, so... I need a Will save from Augrym.


Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

Will save: 1d20 + 9 ⇒ (19) + 9 = 28


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

As the Lady falls, her gaze turns to Augrym and fills with a burning hatred. "You..." she whispers.

Augrym suddenly feels weak. The sword drops from his hand and thumps on the floorboards. His knees sag and his body follows. He lets out a groaning howl... but it passes. Not cursed!


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
Spells L1:3/3 L2:1/2; L3 2/2
GMTrex wrote:

As the Lady falls, her gaze turns to Augrym and fills with a burning hatred. "You..." she whispers.

Augrym suddenly feels weak. The sword drops from his hand and thumps on the floorboards. His knees sag and his body follows. He lets out a groaning howl... but it passes. Not cursed!

Unrak looks between the howling, panting Augrym and the bloody, panting Zed. Boy, I hope it was good for her too


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Augrym actually finds quite a lot here:

- a life-sized alabaster statue of a nude, dancing elven woman weighing 500 pounds
- a masterwork harp
- a small, carved jade statuette of a coiling snake, worth 75 gp
- an ancient filigreed elven water clock weighing 200 pounds.

The Lady’s bed is covered with a snow-white bearskin coverlet, worth 50 gp. There is also a finely carved, wooden wardrobe beside the bed that contains:

- 2 royal outfits, worth 200 gp each
- 3 courtier’s outfits, worth 30 gp each
- several other tasteful, once-expensive articles of clothing that are heavily stained with blood and now worthless

A small wooden coffer atop a rosewood table contains:

- 3 vials of exotic perfume, worth 100 gp each
- a gem-studded tiara, worth 350 gp
- an elixir of love

Finally, A nearby chest holds 431 silvers and 370 gp in leather sacks.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

"Zed, how much do you think the full-sized statue, clock, and wardrobe are worth?"


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Once Zed looks over the valuables, Taranis turns to Augrym, "You've made mention of turning this place into a proper stronghold again. I think this is a good idea. A strong presence in the great woods here could really help us out. It's a lot of work, but if you're serious, I think it's time to start thinking of a name brother Augrym."

He finishes packing what can be packed. "Let's rest up here. Tomorrow we can map the area and confirm its worthiness. While this far, I recommend we deal with the Hodag before returning. What say you Hunstmen?"


Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

Augrym looks at his fancy new bed and wonders what he did to deserve such fine linens.

”For a name, great leader friend brother Taranis, I would like to call it Redwood. For where else would you find so many Redleafs than in the Redwood?”


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

"Ha! That's my sequoia! I like it!"

Grand Lodge

Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

Marc nods, "We can do a lot for the frontier from here." He looks around the grounds and nods,"There is good space here."


AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests

Appraise: 1d20 + 9 ⇒ (13) + 9 = 22

Appraise: 1d20 + 9 ⇒ (2) + 9 = 11


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Zed estimates the statue to be worth 900 gold crowns. The water clock could fetch 500 and the wardrobe only 50.

The question is, how do you plan to move them? There is nearly 1000 pounds of stuff here.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Not planning on moving them. Planning on building a town around them.

No one objected, so we rest here, then map the hex.


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
Spells L1:3/3 L2:1/2; L3 2/2

Agreed--rest, explore, and find that Hodag.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16
Taranis Redleaf wrote:
Not planning on moving them. Planning on building a town around them.

Fair enough. Note, however, that this location is some 30 miles outside the borders of your current barony, and you will not be able to sell anything you do not take with you until you establish a town here (which may be some time). Some items may be looted by others in the meantime, especially the lighter items.

The Huntsmen take shelter in the tall tower, even making use of the erstwhile Lady's own bed (and trying to ignore the various red-brown stains...). The castle creaks ominously throughout the night and the wind whistles eerily through the broken stones, but you greet the dawn mostly intact. After healing overnight, only Zed remains injured with 1 point of Str damage.

Mapping the area around the castle makes for quiet work, which you conclude on [color=teal]9th Kuthona[/color]. Heavy snows threaten the morning of [color=teal]10th Kuthona[/color]. To the southwest?


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

We're only leaving the clock, full statue, and dresser unless Zed has a scroll of Shrink Item.

Taranis looks at the sky trying to accurately gauge the weather T10 beats the DC of 15

Barring a nor'easter, southwest


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Taranis anticipates snows throughout the day, which might slow your progress but represent no further danger.

Proceeding southwest requires circumnavigation of the Murque River; between that and the snows, you lose roughly a day working your way through the Narlmarches.

As you explore this new area... I will take Perception or Survival (track) checks to seek out the hodag.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Hodag Hunting: 1d20 + 11 ⇒ (9) + 11 = 20


Large Animal Companion (HP: 83/83), Init: PC, AC: 23 T: 15, FF: 28 (Barkskin), Perception +7 (Low-light, Scent, F: +10, R: +11 (Evasion), W: +4 (Devotion), CMB: +11, CMD: 24 (28 v. overrun, trip)

sniff sniff... Aiding Master: 1d20 + 7 ⇒ (6) + 7 = 13

Grand Lodge

Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

survival: 1d20 + 10 ⇒ (15) + 10 = 25


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

A hodag is difficult to track, but Marc eventually finds the tell-tale sweep cutting through the forest in a most unusual fashion, as though the creature was attempting to cover its own tracks.

You come upon a huge deadfall of trees and brambles lies in a mossy heap, a mountain in miniature left from a violent windstorm several seasons ago. Numerous cavelike hollows can be found throughout the deadfall. The disturbed underbrush leads to one particularly deep cavern near the base of the heap.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

As Taranis gives the nod to Augrym, he casts a spell of Barkskin upon himself, and while it might be too early, Acid Maw upon Toth.


Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

Augrym casts Bloodhound and leads the way into the cave with the disturbed underbrush.


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
Spells L1:3/3 L2:1/2; L3 2/2

Unrak rumbles out what kind of creature is this? A "normal" animal, or something magical in nature? because I have one animal bane arrow left...


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

You descend into the mound and enter a 30-foot diameter chamber, the ceiling of which is a tangle of dead trees that forms a natural dome-like ceiling and allows some soft light to penetrate the den. Dozens of
bones and half-eaten carcasses, including several human ones, litter the lair.

The lair's sole occupant is a large, vaguely reptilian creature with spikes that cover its entire body. Its fearsome face features dagger-sharp teeth and glowing red eyes. The hodag does not hesitate to attack!

Initiative!:

Augrym: 1d20 + 4 ⇒ (20) + 4 = 24 +2 if Surprise
Marc: 1d20 + 4 ⇒ (2) + 4 = 6
Taranis: 1d20 + 2 ⇒ (19) + 2 = 21
Unrak: 1d20 + 3 ⇒ (10) + 3 = 13
Zed: 1d20 + 8 ⇒ (20) + 8 = 28
Hostiles: 1d20 + 2 ⇒ (12) + 2 = 14

Please forgive the ugly map.

Round I
1. Zed, Augrym, Taranis
2. Hodag
3. Unrak, Marc


Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

Augrym studies is prey and moves forward.

Knowledge: 1d20 + 12 ⇒ (17) + 12 = 29
Surprise me with whatever knowledge you choose to share


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Taranis holds his action for the briefest of moments, trying to give Toth an opening before casting his spell. He orders the creature forth, and after seeing his bite, the druid weaves a spell of Aqueous Orb
Nonlethal: 2d6 ⇒ (1, 4) = 5 REF DC 17 or get caught up


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Toth obeys and tries to bite into the creature's haunch: Bite: 1d20 + 6 ⇒ (14) + 6 = 20 for DMG: 1d6 + 3 ⇒ (6) + 3 = 9 and Acid: 1d4 ⇒ 4


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16
Augrym Ko’Charr wrote:

Augrym studies is prey and moves forward.

Surprise me with whatever knowledge you choose to share

Augrym:
I think your profile page may be out of date. You know that a hodag is particularly difficult to track because of the way that its great tail tends to sweep away evidence of its own footfalls. A hodag is capable of fighting even up to death's door, and will do so ferociously. A hodag is capable of burrowing nearly as quickly as it can move overland.

Reflex: 1d20 ⇒ 20

Toth's teeth scrabble through the hodag's scaly hide, drawing blood. The creature lazily avoids the master's spell.

Round I
1. Zed, Augrym, Taranis
2. Hodag (13 dmg)
3. Unrak, Marc


AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests

    Round the First
  • Current HPs:

A small stone in the center of Zed’s palm rotates in fits and starts, with each rotation, it gains in bulk with a grinding sound as though from deep within the earth. Within a moment, the amalgamation of stones and dirt surges from his hand and grows into a stony representation of the essence of Earth itself, an elemental! This hulking, roughly humanoid creature of dirt and stone is faceless save for two glowing gemstone eyes.

Power Attack Slam!: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23 for 1d6 + 6 + 2 ⇒ (1) + 6 + 2 = 9 damage.

Link to Stats

Academae Graduate DC 17 (Fort) or Zed is Fatigued.

Saving Throw!: 1d20 + 2 ⇒ (4) + 2 = 6 Zed is fatigued.

The Summoned Monster should be just southeast of the baddie, setting up a flank with Toth.

Paizo wrote:


Small Earth Elemental
Alignment & Size: N Small (4 ft. long, 80 lbs.)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4

DEFENSE
AC 17, touch 10, flat-footed 17
hp 15
Fort +6, Ref -1, Will +3
Defensive Abilities Immune elemental traits:
[list]

  • Immunity to bleed, paralysis, poison, sleep effects, and stunning.
  • Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
  • Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
  • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
  • Elementals do not breathe, eat, or sleep.

    OFFENSE
    Speed 20 ft., burrow 20 ft., earth glide
    Melee slam +8 (1d6+6)
    Special Attacks earth mastery

    STATISTICS
    Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
    Base Atk +2; CMB +4; CMD 13
    Feats Improved Bull Rush, Power Attack
    Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
    Languages Terran

    SPECIAL ABILITIES
    Earth Glide (ex): A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round (DC 15 Fort Negates).
    Earth Mastery: +1 attack and damage if both the opponent and the elemental are touching the ground. If opponent is airborne or waterborne,, take a -4 penalty on attack and damage. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)


  • Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

    The hodag goes for the biggest target within reach -- Augrym! All manner of beastly weapons bear down on him, from tooth to claw to massive swinging tail. The half-orc is mashed good and bloody, though still standing.

    Bite @ Augrym: 1d20 + 11 - 3 ⇒ (4) + 11 - 3 = 12 MISS
    Claw @ Augrym: 1d20 + 11 - 3 ⇒ (20) + 11 - 3 = 28 THREAT Confirm: 1d20 + 11 - 3 ⇒ (3) + 11 - 3 = 11 REG Damage: 1d6 + 10 ⇒ (6) + 10 = 16
    Claw @ Augrym: 1d20 + 11 - 3 ⇒ (12) + 11 - 3 = 20 HIT Damage: 1d6 + 10 ⇒ (2) + 10 = 12
    Tail @ Augrym: 1d20 + 11 - 3 ⇒ (15) + 11 - 3 = 23 HIT Damage: 1d4 + 10 ⇒ (2) + 10 = 12

    Round I
    1. Zed, Augrym, Taranis
    2. Hodag (22 dmg)
    3. Unrak, Marc

    Round II
    1. Zed, Augrym (10/50 hp), Taranis
    2. Hodag (22 dmg)
    3. Unrak, Marc


    Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

    *cough* ”This beast is a vicious one!! Let us kill it before it kills one of us.”

    Activate Bane as a swift action.
    attack: 1d20 + 15 ⇒ (4) + 15 = 191d8 + 9 + 2d6 ⇒ (7) + 9 + (2, 6) = 24

    I need better armor. LOL. Trex, do you mean the information next to my name is out of date?


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    Taranis keeps the Aqueous Orb on top of the Hodag Nonlethal: 2d6 ⇒ (3, 6) = 9 REF DC to neg. If it fails, make a second to avoid getting gobbled up.

    The druid then summons forth a blade of pure flame as he walks in.


    (HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

    Taranis delayed, so Toth goes first technically. The cat snaps at the Hodag before his master pushes him aside:

    Bite: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18 DMG if hit: 1d6 + 3 + 1d4 ⇒ (4) + 3 + (4) = 11
    Left Claw: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21 DMG if hit: 1d4 + 2 ⇒ (1) + 2 = 3
    Right Claw: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13 DMG if hit: 1d4 + 2 ⇒ (2) + 2 = 4

    It also takes ACID: 1d4 ⇒ 3 from last round.


    Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16
    Augrym Ko’Charr wrote:
    I need better armor. LOL. Trex, do you mean the information next to my name is out of date?

    No, your actual profile page, which functions as your character sheet. I do not think you have updated it since 1st level.

    Reflex: 1d20 ⇒ 2 FAIL
    Reflex: 1d20 ⇒ 1 FAIL

    Augrym's blade cannot find bite, and only one of Toth's claws manages to get through the hodag's tough scaly hide. Luck returns to the Huntsmen a moment later, as the hodag is swallowed up by Redleaf's spell!

    Round I
    1. Zed, Augrym, Taranis
    2. Hodag (22 dmg)
    3. Unrak, Marc

    Round II
    1. Zed, Augrym (10/50 hp), Taranis
    2. Hodag (28 dmg, 9 nonlethal, engulfed)
    3. Unrak, Marc

    2,501 to 2,550 of 8,352 << first < prev | 46 | 47 | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / GMTrex's Kingmaker Campaign All Messageboards

    Want to post a reply? Sign in.