Lucklesshero's:Shades of Ice III - Keep of the Huscarl King (recruitment closed) (Inactive)

Game Master lucklesshero

After rescuing Rognvald Skagni from an abandoned brewery in Whitethrone, the party discovers that, a senior Shadowlodge agent and several retainers have journeyed toward the lands of the Mammoth Lords to recover a powerful weapon.


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The Exchange

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Male Half-orc, Frostkin Brawler 2 | hp 10/21 | AC 19(t12;f17)| CMB+5 CMD 19 (f17) | F+5 R+5 W-1 *immune cold weather | init+2 | Perc+4 | SM-1 | Surv +1 | Speed 30 | Melee unarmed strike +5; 1d6+3
Jamir "Hamstring" Montajay wrote:

I assume it's in the tactics as written.

EDIT - just reread your post, and realized you aren't questioning the action, but the realism, right? In which case, ignore my original response.

Exactly, Jamir. I’m not calling out the action; I’m calling out the lead barbarian for relying on healing magic to succeed in combat. She’s basically an embarrassment to her kind and deserves a slow death.

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin

Off-topic post: This morning, instead of working on a presentation I'm supposed to give at a conference in February, I fiddled around in Hero Lab with a character based on The Continental Op, a detective with The Continental Detective Agency who appears in a couple of dozen short stories and two novels by Dashiell Hammett, written in the 1920s and 30s.

Here are three versions, in order of increasing levels of the Sleepless Detective prestige class. They may not be the most optimized characters - even at level 12, he has no stats over 16 before stat booster items - but I think he'd be fun to play in the right scenarios or AP.

The Sleepless Op, version A:

Ha’mett Varisiescu A #12
Male half-orc fighter 1/investigator (sleuth) 11 (Pathfinder RPG Advanced Class Guide 30, 101)
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +12 (+13 to avoid being surprised)
--------------------
Defense
--------------------
AC 23, touch 14, flat-footed 23 (+8 armor, +3 deflection, +1 insight, +1 natural)
hp 118 (12 HD; 11d8+1d10+53)
Fort +11, Ref +10, Will +11; +2 vs. fear
Defensive Abilities orc ferocity, trap sense +3; Immune poison
--------------------
Offense
--------------------
Speed 30 ft.
Melee +3 adamantine longsword +21/+16 (1d8+9/19-20 plus 5 precision damage)
Special Attacks deed: run like hell, studied combat (+5, 3 rounds), studied strike +4d6
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 16, Int 16, Wis 12, Cha 18
Base Atk +9; CMB +18; CMD 27
Feats Barroom Brawler[ACG], Combat Expertise, Diehard, Endurance, Extra Inspiration[ACG], Ironhide[APG], Toughness, Vital Strike
Traits scrapper, unafraid (ustalav)
Skills Acrobatics +7, Appraise +7, Bluff +15, Climb +7, Craft (alchemy) +8, Diplomacy +12, Disable Device +13, Disguise +11, Escape Artist +5, Handle Animal +11, Heal +5, Intimidate +20 (+21 to demoralize opponents), Knowledge (arcana) +7, Knowledge (dungeoneering) +9, Knowledge (engineering) +7, Knowledge (geography) +9, Knowledge (history) +10, Knowledge (local) +18, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +8, Knowledge (religion) +7, Linguistics +7, Perception +12 (+13 to avoid being surprised), Profession (soldier) +5, Ride +3, Sense Motive +11, Sleight of Hand +4, Spellcraft +7, Stealth +5, Survival +7 (+9 to avoid becoming lost), Swim +7, Use Magic Device +22; Racial Modifiers +2 Knowledge (local)
Languages Common, Hallit, Orc, Shoanti, Thassilonian, Varisian
SQ deed: daring, deed: make it count, deed: opportunist evasion, deed: second chance, deed: sleuth's initiative, half-orc investigator, inspiration (1d8, 11/day), investigator talents (amazing inspiration[ACG], combat inspiration[ACG], expanded inspiration[ACG], inspiring intimidator[ACG], underworld inspiration[ACG]), keen recollection, orc blood, poison lore, sleuth's luck, trapfinding +5
Combat Gear potion of barkskin +2 (3), potion of haste, potion of levitate, snapleaf[UE]; Other Gear +4 chain shirt, +3 adamantine longsword, aegis of recovery[UE], belt of physical might +2 (Str, Con), circlet of persuasion, cloak of resistance +3, dusty rose prism ioun stone, four-leaf clover[OA], headband of mental prowess +2 (Int, Cha), ring of protection +3, wayfinder[ISWG], concealable thieves' tools[UI], 5,330 gp
--------------------
Special Abilities
--------------------
+2 to confirm critical hits with studied strike Gain a +1/3 bonus on critical hit confirmation rolls made while using studied combat (maximum bonus of +5). This bonus does not stack with those gained through Critical Focus and similar effects.
Barroom Brawler (1/day) As mv act, gain combat feat that you meet prereqs for for 1 min.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Inspiration (Ex) Applying inspiration to attacks/saves only costs 1 point.
Darkvision (60 feet) You can see in the dark (black and white only).
Deed: Daring (Ex) Spend 1 luck to add 1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, Swim check.
Deed: Make it Count (Ex) Spend 1 luck to apply talent you don't know when using inspired strike.
Deed: Opportunist Evasion (Ex) Spend 1 luck to take no damage after successful Reflex save.
Deed: Run Like Hell (Ex) Spend 1 luck point to gain a +20-foot bonus to speed for 1 minute.
Deed: Second Chance (Ex) Spend 1 luck to reroll an inspirationd die or daring deed die.
Deed: Sleuth's Initiative (Ex) While have luck, can use a free hand to draw ligt/1-hand melee weap as part of the initiative check.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Immunity to Poison You are immune to poison.
Inspiration (+1d8, 11/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspiring Intimidator (Ex) When demoralize foe, extend shaken duration by 1 rd for each inspiration point spent.
Ironhide Your skin is thicker and more resilient than that of most of your people.

Prerequisites: Con 13; dwarf, half-orc, or orc.

Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
Sleuth's Luck At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the d
Studied Combat (+5, 3 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +4d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained).
Vital Strike Standard action: x2 weapon damage dice.
--------------------
Short for a half-orc but stocky.

The Sleepless Op, version B:

Ha’mett Varisiescu B #12
Male half-orc fighter 1/investigator (sleuth) 9/sleepless detective 2 (Pathfinder Campaign Setting: Paths of Prestige, Pathfinder RPG Advanced Class Guide 30, 101)
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +15 (+16 to avoid being surprised)
--------------------
Defense
--------------------
AC 22, touch 14, flat-footed 22 (+8 armor, +3 deflection, +1 insight)
hp 118 (12 HD; 11d8+1d10+53)
Fort +12, Ref +10, Will +11; +6 bonus vs. poison, +2 vs. fear
Defensive Abilities orc ferocity, trap sense +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee +3 adamantine longsword +19/+14 (1d8+9/19-20 plus 4 precision damage)
Special Attacks deed: run like hell, sneak attack +2d6, studied combat (+4, 3 rounds), studied strike +3d6
Sleepless Detective Spell-Like Abilities (CL 2nd; concentration +6)
. . At will—detect magic
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 16, Int 16, Wis 12, Cha 18
Base Atk +8; CMB +16; CMD 26
Feats Accomplished Sneak Attacker, Alertness, Barroom Brawler[ACG], Combat Expertise, Diehard, Endurance, Extra Inspiration[ACG], Toughness
Traits scrapper, unafraid (ustalav)
Skills Acrobatics +5, Appraise +7, Bluff +15, Climb +7, Craft (alchemy) +11, Diplomacy +12 (+15 to gather information), Disable Device +12, Disguise +11, Escape Artist +4, Handle Animal +11, Heal +5, Intimidate +20 (+21 to demoralize opponents), Knowledge (arcana) +7, Knowledge (dungeoneering) +9, Knowledge (engineering) +7, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +18, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +7, Perception +15 (+16 to avoid being surprised), Profession (soldier) +5, Ride +3, Sense Motive +15, Sleight of Hand +4, Spellcraft +7, Stealth +7, Survival +6 (+8 to avoid becoming lost), Swim +7, Use Magic Device +22; Racial Modifiers +2 Knowledge (local)
Languages Common, Hallit, Orc, Shoanti, Thassilonian, Varisian
SQ canny sleuth, deed: daring, deed: make it count, deed: opportunist evasion, deed: second chance, deed: sleuth's initiative, follow clues, forensic thaumaturgy, half-orc investigator, inspiration (1d8, 10/day), investigator talents (amazing inspiration[ACG], combat inspiration[ACG], inspiring intimidator[ACG], underworld inspiration[ACG]), keen recollection, orc blood, poison lore, sleuth's luck, trapfinding +4
Combat Gear potion of barkskin +2 (3), potion of haste, potion of levitate, snapleaf[UE]; Other Gear +4 chain shirt, +3 adamantine longsword, aegis of recovery[UE], belt of physical might +2 (Str, Con), circlet of persuasion, cloak of resistance +3, dusty rose prism ioun stone, four-leaf clover[OA], headband of mental prowess +2 (Int, Cha), ring of protection +3, wayfinder[ISWG], concealable thieves' tools[UI], 5,330 gp
--------------------
Special Abilities
--------------------
+1 to confirm critical hits with studied strike Gain a +1/3 bonus on critical hit confirmation rolls made while using studied combat (maximum bonus of +5). This bonus does not stack with those gained through Critical Focus and similar effects.
Barroom Brawler (1/day) As mv act, gain combat feat that you meet prereqs for for 1 min.
Canny Sleuth +3 (Ex) +3 on Diplomacy checks to gather information.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Combat Inspiration (Ex) Applying inspiration to attacks/saves only costs 1 point.
Darkvision (60 feet) You can see in the dark (black and white only).
Deed: Daring (Ex) Spend 1 luck to add 1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, Swim check.
Deed: Make it Count (Ex) Spend 1 luck to apply talent you don't know when using inspired strike.
Deed: Opportunist Evasion (Ex) Spend 1 luck to take no damage after successful Reflex save.
Deed: Run Like Hell (Ex) Spend 1 luck point to gain a +20-foot bonus to speed for 1 minute.
Deed: Second Chance (Ex) Spend 1 luck to reroll an inspirationd die or daring deed die.
Deed: Sleuth's Initiative (Ex) While have luck, can use a free hand to draw ligt/1-hand melee weap as part of the initiative check.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Follow Clues (Ex) Can use Perception to follow tracks as per the Survival skill.
Forensic Thaumaturgy (Su) Lingering Auras are 1 category stronger, and can concentrate to learn exact age.
Inspiration (+1d8, 10/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspiring Intimidator (Ex) When demoralize foe, extend shaken duration by 1 rd for each inspiration point spent.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
Sleuth's Luck At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the d
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Combat (+4, 3 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +3d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trapfinding +4 Gain a bonus to find or disable traps, including magical ones.
Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained).
--------------------
Short for a half-orc but stocky.

The Sleepless Op, version C:

Ha’mett Varisiescu C #12
Male half-orc fighter 1/investigator (sleuth) 7/sleepless detective 4 (Pathfinder Campaign Setting: Paths of Prestige, Pathfinder RPG Advanced Class Guide 30, 101)
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +14 (+15 to avoid being surprised)
--------------------
Defense
--------------------
AC 24, touch 14, flat-footed 24 (+8 armor, +3 deflection, +1 insight, +2 shield)
hp 117 (12 HD; 11d8+1d10+52)
Fort +11, Ref +10, Will +11; +4 bonus vs. poison, +2 vs. fear
Defensive Abilities orc ferocity, trap sense +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee +3 adamantine longsword +19/+14 (1d8+7/19-20 plus 3 precision damage)
Special Attacks deed: run like hell, sneak attack +2d6, studied combat (+3, 3 rounds), studied strike +2d6
Sleepless Detective Spell-Like Abilities (CL 4th; concentration +8)
. . At will—detect magic
. . 3/day—residual tracking[APG]
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 16, Int 16, Wis 12, Cha 18
Base Atk +9; CMB +16; CMD 27
Feats Alertness, Barroom Brawler[ACG], Combat Expertise, Diehard, Endurance, Extra Inspiration[ACG], Extra Investigator Talent[ACG], Toughness
Traits scrapper, unafraid (ustalav)
Skills Acrobatics +5, Appraise +7, Bluff +15, Climb +7, Craft (alchemy) +11, Diplomacy +11 (+14 to gather information), Disable Device +11, Disguise +11, Escape Artist +3, Handle Animal +11, Heal +5, Intimidate +20 (+21 to demoralize opponents), Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +9, Knowledge (local) +18, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +7, Perception +14 (+15 to avoid being surprised), Profession (soldier) +5, Ride +3, Sense Motive +14, Sleight of Hand +4, Spellcraft +12, Stealth +7, Survival +5 (+7 to avoid becoming lost), Swim +7, Use Magic Device +22; Racial Modifiers +2 Knowledge (local)
Languages Common, Hallit, Orc, Shoanti, Thassilonian, Varisian
SQ canny sleuth, deed: daring, deed: make it count, deed: opportunist evasion, deed: second chance, deed: sleuth's initiative, eye for detail, follow clues, forensic thaumaturgy, half-orc investigator, inspiration (1d8, 9/day), investigator talents (amazing inspiration[ACG], expanded inspiration[ACG], inspiring intimidator[ACG], underworld inspiration[ACG]), keen recollection, orc blood, poison lore, sleuth's luck, trapfinding +3
Combat Gear potion of barkskin +2 (3), potion of haste, potion of levitate, snapleaf[UE]; Other Gear +4 chain shirt, +1 mithral buckler, +3 adamantine longsword, aegis of recovery[UE], belt of physical might +2 (Str, Con), circlet of persuasion, cloak of resistance +3, dusty rose prism ioun stone, four-leaf clover[OA], headband of mental prowess +2 (Int, Cha), ring of protection +3, wayfinder[ISWG], concealable thieves' tools[UI], 3,325 gp
--------------------
Special Abilities
--------------------
+1 to confirm critical hits with studied strike Gain a +1/3 bonus on critical hit confirmation rolls made while using studied combat (maximum bonus of +5). This bonus does not stack with those gained through Critical Focus and similar effects.
Barroom Brawler (1/day) As mv act, gain combat feat that you meet prereqs for for 1 min.
Canny Sleuth +3 (Ex) +3 on Diplomacy checks to gather information.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deed: Daring (Ex) Spend 1 luck to add 1d6 to Acrobatics, Climb, Escape Artist, Fly, Ride, Swim check.
Deed: Make it Count (Ex) Spend 1 luck to apply talent you don't know when using inspired strike.
Deed: Opportunist Evasion (Ex) Spend 1 luck to take no damage after successful Reflex save.
Deed: Run Like Hell (Ex) Spend 1 luck point to gain a +20-foot bonus to speed for 1 minute.
Deed: Second Chance (Ex) Spend 1 luck to reroll an inspirationd die or daring deed die.
Deed: Sleuth's Initiative (Ex) While have luck, can use a free hand to draw ligt/1-hand melee weap as part of the initiative check.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Expanded Inspiration (Ex) Free Inspiration on Diplomacy, Heal, Perception, Profession, Sense Motive (if trained).
Eye for Detail (Ex) Immediate Perception check to notice hidden traps, doors, and clues.
Follow Clues (Ex) Can use Perception to follow tracks as per the Survival skill.
Forensic Thaumaturgy (Su) Lingering Auras are 1 category stronger, and can concentrate to learn exact age.
Inspiration (+1d8, 9/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspiring Intimidator (Ex) When demoralize foe, extend shaken duration by 1 rd for each inspiration point spent.
Keen Recollection At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy).
Sleuth's Luck At 1st level, a sleuth gains a fluctuating pool of luck, measuring her ability to get out of scrapes. At the start of each day, a sleuth has a number of luck points equal to her Charisma modifier (minimum 1). Her luck goes up or down throughout the d
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Studied Combat (+3, 3 rounds) (Ex) As a move action, study foe to gain bonus to att & dam for duration or until use studied strike.
Studied Strike +2d6 (Ex) As a free action on a melee hit, end studied combat vs. foe to add precision dam.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Underworld Inspiration (Ex) Free Inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand (if trained).
--------------------
Short for a half-orc but stocky.

Liberty's Edge

Male Half-Elf Sniper 6th / Urban Ranger 3rd | HP:77/77| AC:28 T:18 FF:20 | CMB:9 CMD:25 | Saves F:+8 R:+15 W:+5 (+2 vs enchantments) | Init:+12 | Per: +15| 30 ft

If Jawhar doesn't hit his stabilize DC, we've got what, two rounds to either heal him or succeed at a DC15 Heal check? Is that right?

Grand Lodge

Male Human Cleric 3 | HP 18/18 | AC 17 T 10 FF 17 | Fort 5 Ref 2 Will 7 | CMB +4 CMD 14 | Init +0 Perc +3 (Ioun Torch) Effects: None | Channel (2d6) 5/5 | Rebuke Death (1d4+1) 4/6 | Touch of Glory (+3) 4/6

3 more failures until I die. Not that pressing yet.

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin

Torvald or Myth - got any smelling salts?


male Snows of Summer

it is tactics as written..as guessed...I would've just had chop till she dropped cause that's how I play my barbarians ...

The Exchange

Male Half-orc, Frostkin Brawler 2 | hp 10/21 | AC 19(t12;f17)| CMB+5 CMD 19 (f17) | F+5 R+5 W-1 *immune cold weather | init+2 | Perc+4 | SM-1 | Surv +1 | Speed 30 | Melee unarmed strike +5; 1d6+3

I've got some smelling salts.

Liberty's Edge

Male Half-Elf Sniper 6th / Urban Ranger 3rd | HP:77/77| AC:28 T:18 FF:20 | CMB:9 CMD:25 | Saves F:+8 R:+15 W:+5 (+2 vs enchantments) | Init:+12 | Per: +15| 30 ft

I do not...

The Concordance

Image Lava Gnome Evoker/Sorcerer 2/1 | hp 22/22 | AC 17(T13;FF15)|CMD 9(FF7)|F+2* R+2 W+3|Init+5|Spd 20|Vers Evoc 7/7|Effects:Endure Elem(cold only) Mage Armor
Skills:
Acro+2,Appraise+4,CraftSculpt+15,Know(Arcana/Religon+9/all others+8),Liguist+8,Perc+4,Sense Motive+0,Spellcraft+9,Survive+4(+6vsLost)

In case I missed it already, my apologies as I am pretty distracted today with moving prep and a very active family pulling me in a few directions, but a Withdraw is a full round action so the leader wouldn't be able to pull something from her belt pouch. Other than the dreaded spring loaded wrist sheath which uses a swift action, she would have to wait till next round. Just something that caught my eye.

And yes you can take a restricted withdraw as a standard and only move up to your speed, but that is only when you are prevented from taking a normal withdraw and that isn't the case here. More rules but I know we are always interested in learning those.

I would be fine saying she had one of those sheaths but if she doesn't, then I would say it's next round that she takes out the potion/wand/whatever.


male Snows of Summer
Analia Frostburn wrote:

In case I missed it already, my apologies as I am pretty distracted today with moving prep and a very active family pulling me in a few directions, but a Withdraw is a full round action so the leader wouldn't be able to pull something from her belt pouch. Other than the dreaded spring loaded wrist sheath which uses a swift action, she would have to wait till next round. Just something that caught my eye.

And yes you can take a restricted withdraw as a standard and only move up to your speed, but that is only when you are prevented from taking a normal withdraw and that isn't the case here. More rules but I know we are always interested in learning those.

I would be fine saying she had one of those sheaths but if she doesn't, then I would say it's next round that she takes out the potion/wand/whatever.

Ana ur correct as normal ..Amend Barbarian woman takes out something to begins to take out something...

But, fun combat..I think it was correct decision for u guys to "play-up" it's much more challenging for this group...I don't think we've ever had so many players and enemies injured or down at the same time!


male Snows of Summer

side note has anyone here played "God's market Gamble?" (in standard not CORE)

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin
lucklesshero wrote:
side note has anyone here played "God's market Gamble?" (in standard not CORE)

I haven't played it yet but I think that's the scenario I signed up for during the next PbP game day (with Torgat Eaglecaller, level 1 wizard).

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin
Craggark wrote:
I've got some smelling salts.

Better take that mook down fast, then. I think I'm about to have two to deal with.

EDIT: Never mind, you already did!

Silver Crusade

Mutagen:
+4Con, -2Cha l hp30/30 l AC21, T12, FF19 l Fort +7 // +4 Str, -2Int l AC21, T12, FF19 // +4Dex, -2Wis AC23, T14, FF19 l Ref +8, Will +2
Dwarf Trap-Breaker3 l hp 24/24 l AC19, T12, FF17 l F +5 R +6 W +3 Ini +2 l Bombs 8/8 l Perc +7* SM +1

Alright y'all, I'm torn between using the wand on Jawhar and bombing the barbarian boss since I could also catch the mook with splash damage again. I also have smelling salts so I'm leaning more towards the healing, but if I can bring down the leader this fight will probably get a lot easier. Hold out another round for me Jawhar!

EDIT: healing Jawhar after all. If Analia didn't get her then Myth definitely will.

Actually, looking back at the thread it doesn't look like Blue Mook had splash damage applied to him. @GM it was a Ref14 for 3 damage, 6 on a fail.

Liberty's Edge

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M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin

Analia may have taken down the leader with her mini-fireball.

The Concordance

Image Lava Gnome Evoker/Sorcerer 2/1 | hp 22/22 | AC 17(T13;FF15)|CMD 9(FF7)|F+2* R+2 W+3|Init+5|Spd 20|Vers Evoc 7/7|Effects:Endure Elem(cold only) Mage Armor
Skills:
Acro+2,Appraise+4,CraftSculpt+15,Know(Arcana/Religon+9/all others+8),Liguist+8,Perc+4,Sense Motive+0,Spellcraft+9,Survive+4(+6vsLost)

He can go to -10 and currently he is at -7 and -8 if he fails his stabilize this turn. He can last by the numbers, but your character doesn't know that, and you don't know how much more health the leader has. She is a barb after all and could(read as probably) has over 50 hp if she was for high tier... OMG what were we thinking? lol. And this is just the warm up fights and someone is almost dead. This is really going to be a workout.

The Exchange

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Male Half-orc, Frostkin Brawler 2 | hp 10/21 | AC 19(t12;f17)| CMB+5 CMD 19 (f17) | F+5 R+5 W-1 *immune cold weather | init+2 | Perc+4 | SM-1 | Surv +1 | Speed 30 | Melee unarmed strike +5; 1d6+3

Jamir is EN FUEGO.

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin

She should be down 47hp with your mini-fireball, but as you said, if she's a level 5 barbarian built like a PC (assume max hp at level 1, 18 Con, and FCB all in hit points), she could have as much as 65 total hp, so 18 left before she takes that potion.

Yeesh.

Anyway, good luck with the move! That was fast - didn't you just fly out last weekend to see the house for the first time?

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin
Craggark wrote:
Jamir is EN FUEGO.

Jamir is SICK of these M&*#$)*(! F)(*#%#()!!! wannabe Viking barbarians attacking us every time the party goes for *()&$(*)#@#!!!!!!! walk!

The Concordance

Image Lava Gnome Evoker/Sorcerer 2/1 | hp 22/22 | AC 17(T13;FF15)|CMD 9(FF7)|F+2* R+2 W+3|Init+5|Spd 20|Vers Evoc 7/7|Effects:Endure Elem(cold only) Mage Armor
Skills:
Acro+2,Appraise+4,CraftSculpt+15,Know(Arcana/Religon+9/all others+8),Liguist+8,Perc+4,Sense Motive+0,Spellcraft+9,Survive+4(+6vsLost)

We originally just flew out because one house really looked promising and they can go fast. We have been looking and planning the move for quite some time, and we had planned on being moved by spring.

When we got there the house and neighborhood were both great, but there was something holding us back so we looked at a few other places while we were there on Saturday. That night we found a few other places that also looked promising.

On Sunday we made some hard decisions and decided against the place we came for, but we would go look at the new places we found the night before.

This first of the two new places was in a great location, and while a nice place, it just didn't sell both of us.

We had talked with a friend and his wife at breakfast and I said that while I could live just about anywhere and be happy, I hadn't found a place that just grabbed me yet.

Then we went to the second house and we both about fell over at how perfect it was for our family. Everything about it was something that resonated with us, from views of the horizon that reminded us of our first year together, to a fantastic location within minutes to everywhere we needed to go, including being with in 10 minutes(5 if late night) of a huge and wonderful games store, though of course that was not a factor...*eye twitch*... really it wasn't(said unconvincingly).

Now we just hope all the inspections for the place pass muster. Fingers crossed.

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin

That sounds great! Good luck with the inspection.


male Snows of Summer

reflex blue: 1d20 ⇒ 14 Sorry, forgot about him..was he close enough to be hit? ...never mind he was diagonal of the barbarian woman right? will apply 3hp dmg. to blue

Grand Lodge

Male Human Cleric 3 | HP 18/18 | AC 17 T 10 FF 17 | Fort 5 Ref 2 Will 7 | CMB +4 CMD 14 | Init +0 Perc +3 (Ioun Torch) Effects: None | Channel (2d6) 5/5 | Rebuke Death (1d4+1) 4/6 | Touch of Glory (+3) 4/6
Torvald Stonecask wrote:
I would guess that the leader is dead, if only because of the hit-point loss that comes with being knocked unconscious while raging.

I haven't played a barbarian before. Don't most GMs allow the rage to continue until they run out of rage rounds (so that they can get healing and unconscious does not automatically = death)?

I'm guessing she is dead as well because GM listed "dead" as her status, but Jawhar doesn't know that...


male Snows of Summer

if she were unchained Barbarian she'd still be alive

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin

I'm going to be traveling Monday and Tuesday. I should be able to post as often as I usually do, but probably at different times.

Grand Lodge

Male Human Cleric 3 | HP 18/18 | AC 17 T 10 FF 17 | Fort 5 Ref 2 Will 7 | CMB +4 CMD 14 | Init +0 Perc +3 (Ioun Torch) Effects: None | Channel (2d6) 5/5 | Rebuke Death (1d4+1) 4/6 | Touch of Glory (+3) 4/6
lucklesshero wrote:

If Jawhar and Analia remember endure elements everyday, and Jawhar checks off 1 use of his channels per day in the morning...I will forgo all these rolls. and hand wave the checks for the rest of the adventure as long as I don't roll severe weather. If I roll severe weather I will let you know so you can use the wand to zap everybody with endure elements...

I did not read this to mean that I would need to use ALL of my channeling every night. NL damage heals at 1 point per hour once we warm up, I don't see why I would need to use all of the channeling. I get needing to use it in the morning for the people on guard duty.

With the terms you have provided in the Gameplay thread, I would use a zap of Jamir's wand, but I'm not sure that I understand the reasoning.


male Snows of Summer
Jawhar wrote:
lucklesshero wrote:

If Jawhar and Analia remember endure elements everyday, and Jawhar checks off 1 use of his channels per day in the morning...I will forgo all these rolls. and hand wave the checks for the rest of the adventure as long as I don't roll severe weather. If I roll severe weather I will let you know so you can use the wand to zap everybody with endure elements...

I did not read this to mean that I would need to use ALL of my channeling every night. NL damage heals at 1 point per hour once we warm up, I don't see why I would need to use all of the channeling. I get needing to use it in the morning for the people on guard duty.

With the terms you have provided in the Gameplay thread, I would use a zap of Jamir's wand, but I'm not sure that I understand the reasoning.

I actually rolled out an entire night and day of guard duty if you remember.(and it used up all your channels for the day) If you like I can roll out tonight's again to use to figure a medium...(remember I hadn't even rolled for today's survival check after the your trek and two fights so it's possible some of you were coming in to the fight with NL cold dmg. but, I've hand waved those rolls in favor of a more stream lined option of just trading resources for rolls.)

Let me know which option you prefer... cause if you want me to make rolls every night...I'll need to make up a roll cheat sheet where I can cut and paste a lot of rolls. thx...

post on battling the cold overnight:
fort resist cold Torvald: 1d20 + 5 + 5 ⇒ (4) + 5 + 5 = 14
non lethal cold dmg Jawhar: 1d6 ⇒ 4
non lethal cold dmg Torvald: 1d6 ⇒ 1
non lethal cold dmg Jamir: 1d6 ⇒ 3

You have another productive day trudging through the Tundra. However Both Jawhar, Jamir, and Torvald are feeling a bit more worn and chilly than the others. After camp is set up they all, decide to take an hour to rest and recover in the tents before going on to their other task. Jawhar channels once they are warm channel: 1d6 ⇒ 2 and then again to fully recover. After an hour they all feel alright and join the others in the larger tent for an evening meal and conference.

The topic soon turns to your mission and ultimate goal. Everyone shares a bit of what they know about the area and what Skagni taught them about the Prize they are going after. Analia is particularly a fountain of information when she produces provides translations to some of the more commonly used symbols and motifs among the Snowmask Clan.The make-shift scroll is scrawled onto the inner side of a long strip of mammoth pelt. She explains that it was a gift from one of the handlers that smuggled them out of Irrisen.

What topics you went over:
After your evening meal it's time to clean up, bring the donkey in, and begin guard duty. Jamir and Analia take first watch.
Jamir fort cold: 1d20 + 4 + 2 + 5 + 3 ⇒ (2) + 4 + 2 + 5 + 3 = 16DC:15
Jamir fort cold: 1d20 + 4 + 2 + 5 + 3 ⇒ (5) + 4 + 2 + 5 + 3 = 19DC:16
Jamir fort cold: 1d20 + 4 + 2 + 5 + 3 ⇒ (7) + 4 + 2 + 5 + 3 = 21DC:17

Jamir again endures guard duty with little trouble and heads off to bed. Analia with her magic is more than adequately protected so she moves to wak up Myth and Jawhar when her guard duty is up.
survive Jawhar: 1d20 + 6 ⇒ (12) + 6 = 18
fort Jawhar: 1d20 + 4 + 5 + 2 ⇒ (13) + 4 + 5 + 2 = 24DC:15
fort Jawhar: 1d20 + 4 + 2 + 5 ⇒ (6) + 4 + 2 + 5 = 17DC:16
fort Jawhar: 1d20 + 4 + 2 + 5 ⇒ (19) + 4 + 2 + 5 = 30DC:17
fort Jawhar: 1d20 + 4 + 2 + 5 ⇒ (8) + 4 + 2 + 5 = 19DC:18

survive Myth: 1d20 + 1 ⇒ (20) + 1 = 21
Myth fort : 1d20 + 2 + 5 + 2 ⇒ (7) + 2 + 5 + 2 = 16DC:15
Myth fort cold: 1d20 + 2 + 5 + 2 ⇒ (9) + 2 + 5 + 2 = 18DC:16
Myth fort cold: 1d20 + 2 + 5 + 2 ⇒ (4) + 2 + 5 + 2 = 13DC:17
Myth fort cold: 1d20 + 2 + 5 + 2 ⇒ (7) + 2 + 5 + 2 = 16DC:18
non lethal cold Myth: 2d6 ⇒ (5, 5) = 10
Jawhar does fine on his guard duty but Myth finds the experience more un-pleasant. Jawhar channels twice more to help Myth recover. channel: 2d6 ⇒ (2, 2) = 4 Lastly it's Torvald and Craggark's turn at guard duty.

survive Craggark: 1d20 + 0 ⇒ (3) + 0 = 3
Craggark fort : 1d20 + 5 + 5 + 4 ⇒ (17) + 5 + 5 + 4 = 31DC:15
Craggark fort cold: 1d20 + 5 + 5 + 4 ⇒ (11) + 5 + 5 + 4 = 25DC:16
Craggark fort cold: 1d20 + 5 + 5 + 4 ⇒ (1) + 5 + 5 + 4 = 15DC:17
Craggark fort cold: 1d20 + 5 + 5 + 4 ⇒ (16) + 5 + 5 + 4 = 30DC:18

survive Torvald: 1d20 + 0 ⇒ (12) + 0 = 12
Torvald fort : 1d20 + 5 + 4 ⇒ (19) + 5 + 4 = 28DC:15
Torvald fort cold: 1d20 + 5 + 4 ⇒ (7) + 5 + 4 = 16DC:16
Torvald fort cold: 1d20 + 5 + 4 ⇒ (5) + 5 + 4 = 14DC:17
Torvald fort cold: 1d20 + 5 + 4 ⇒ (20) + 5 + 4 = 29DC:18
Torvald non lethal cold: 1d6 ⇒ 3

Come morning everyone is fine but Myth and Torvald are a little numb from last night's guard duty. (remember Myth also healed 3hp for resting, so he's only has -3hp non-lethal as does Torvald) Jawhar could channel to get rid of it or wait. your choice.

Grand Lodge

Male Human Cleric 3 | HP 18/18 | AC 17 T 10 FF 17 | Fort 5 Ref 2 Will 7 | CMB +4 CMD 14 | Init +0 Perc +3 (Ioun Torch) Effects: None | Channel (2d6) 5/5 | Rebuke Death (1d4+1) 4/6 | Touch of Glory (+3) 4/6

It's fine to keep it simple. I just misunderstood what was happening.

I think it is more than fine to use a charge of the wand of CLW tonight.

The Exchange

Male Half-orc, Frostkin Brawler 2 | hp 10/21 | AC 19(t12;f17)| CMB+5 CMD 19 (f17) | F+5 R+5 W-1 *immune cold weather | init+2 | Perc+4 | SM-1 | Surv +1 | Speed 30 | Melee unarmed strike +5; 1d6+3

I don't have Handle Animal. I also don't have use for a battle axe. I would prefer the hurry-up rules. It sounds like we need to use our Endure Elements wand to aid with the incoming weather, I would think.

Grand Lodge

Male Human Cleric 3 | HP 18/18 | AC 17 T 10 FF 17 | Fort 5 Ref 2 Will 7 | CMB +4 CMD 14 | Init +0 Perc +3 (Ioun Torch) Effects: None | Channel (2d6) 5/5 | Rebuke Death (1d4+1) 4/6 | Touch of Glory (+3) 4/6

If we use the hurry up rules, I don't think we Endure Elements means anything.

If we try to walk through the storm, Endure Elements would be useful, but we still have the chance of getting lost and THEN I think we would need to push the donkey.

As Jamir said, the donkey probably won't even notice that we sped up, so the hurry up rules sound best.

Grand Lodge

Male Human Cleric 3 | HP 18/18 | AC 17 T 10 FF 17 | Fort 5 Ref 2 Will 7 | CMB +4 CMD 14 | Init +0 Perc +3 (Ioun Torch) Effects: None | Channel (2d6) 5/5 | Rebuke Death (1d4+1) 4/6 | Touch of Glory (+3) 4/6

So, if Jamir uses the wand of Longstrider to give Lia and I a faster move 8 times a day, will that have a significant impact on our overland speed?


male Snows of Summer
Jawhar wrote:
So, if Jamir uses the wand of Longstrider to give Lia and I a faster move 8 times a day, will that have a significant impact on our overland speed?

Yes it would...your group would be 33% faster

Grand Lodge

Male Human Cleric 3 | HP 18/18 | AC 17 T 10 FF 17 | Fort 5 Ref 2 Will 7 | CMB +4 CMD 14 | Init +0 Perc +3 (Ioun Torch) Effects: None | Channel (2d6) 5/5 | Rebuke Death (1d4+1) 4/6 | Touch of Glory (+3) 4/6

Should we try that for today, Jamir? I admit, I don't understand the UMD rules that well.

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin

Longstrider is personal only, which means the caster can only cast it on themself. The person using a wand is considered a caster for this purpose, so unfortunately Jamir could only use the wand on himself.

Grand Lodge

Male Human Cleric 3 | HP 18/18 | AC 17 T 10 FF 17 | Fort 5 Ref 2 Will 7 | CMB +4 CMD 14 | Init +0 Perc +3 (Ioun Torch) Effects: None | Channel (2d6) 5/5 | Rebuke Death (1d4+1) 4/6 | Touch of Glory (+3) 4/6

Yes, I see. Well, that is disappointing. Why do scenarios always include useless magic items :(

We still need a bunch of fort saves in the gameplay thread.

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin

Did I miss something? I thought our job was to recover the shard for the Pathfinder Society, not just keep it away from the Shadlow Lodge. Did I miss something? Are we just lying to these folks?

Grand Lodge

Male Human Cleric 3 | HP 18/18 | AC 17 T 10 FF 17 | Fort 5 Ref 2 Will 7 | CMB +4 CMD 14 | Init +0 Perc +3 (Ioun Torch) Effects: None | Channel (2d6) 5/5 | Rebuke Death (1d4+1) 4/6 | Touch of Glory (+3) 4/6

AFAIK the mission is just to keep the Shadow Lodge from getting it, at least that is what it says on the Campaign Info tab.

Liberty's Edge

Male Half-Elf Sniper 6th / Urban Ranger 3rd | HP:77/77| AC:28 T:18 FF:20 | CMB:9 CMD:25 | Saves F:+8 R:+15 W:+5 (+2 vs enchantments) | Init:+12 | Per: +15| 30 ft

I'd also imagine we'd have a big problem with the Snowmasks should we try to remove the shard from their lands...

Silver Crusade

Mutagen:
+4Con, -2Cha l hp30/30 l AC21, T12, FF19 l Fort +7 // +4 Str, -2Int l AC21, T12, FF19 // +4Dex, -2Wis AC23, T14, FF19 l Ref +8, Will +2
Dwarf Trap-Breaker3 l hp 24/24 l AC19, T12, FF17 l F +5 R +6 W +3 Ini +2 l Bombs 8/8 l Perc +7* SM +1

I had also assumed we'd end up acquiring the Shard, but the primary mission does seem to be "The Shadow Lodge wants this axe, and don't let them get it because screw them". Besides making friends with a local tribe seems to be more valuable in the long term.

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin

Sorry for being offline. Slipped on icy steps yesterday morning, hit my back and side hard. X-rays don't show any kind of break, so they discharged me to go home,, but I'm in significant pain whenever I try to move and the muscle relaxants and painkillers are leaving me groggy. Will try to get back into action later today.

Silver Crusade

Mutagen:
+4Con, -2Cha l hp30/30 l AC21, T12, FF19 l Fort +7 // +4 Str, -2Int l AC21, T12, FF19 // +4Dex, -2Wis AC23, T14, FF19 l Ref +8, Will +2
Dwarf Trap-Breaker3 l hp 24/24 l AC19, T12, FF17 l F +5 R +6 W +3 Ini +2 l Bombs 8/8 l Perc +7* SM +1

Oh geez, hope you feel better soon Jamir!


male Snows of Summer

Get better Jamir...I was down all day yesterday cause Paizo web hosting probs..anyway will respond to what u guys got up there now

The Exchange

Male Half-orc, Frostkin Brawler 2 | hp 10/21 | AC 19(t12;f17)| CMB+5 CMD 19 (f17) | F+5 R+5 W-1 *immune cold weather | init+2 | Perc+4 | SM-1 | Surv +1 | Speed 30 | Melee unarmed strike +5; 1d6+3

Get better soon, Jamir!

The Concordance

Image Lava Gnome Evoker/Sorcerer 2/1 | hp 22/22 | AC 17(T13;FF15)|CMD 9(FF7)|F+2* R+2 W+3|Init+5|Spd 20|Vers Evoc 7/7|Effects:Endure Elem(cold only) Mage Armor
Skills:
Acro+2,Appraise+4,CraftSculpt+15,Know(Arcana/Religon+9/all others+8),Liguist+8,Perc+4,Sense Motive+0,Spellcraft+9,Survive+4(+6vsLost)

You poor guy! I hope you find some relief soon. That sounds terrible!

BTW the forums have had wonky connections all weekend for me, and I assume everyone else. This is the first I have been able to get on, and I am not sure how long it will last. Each time I load a page it takes forever, so I will try and get to the gameplay next. Fingers crossed!

Liberty's Edge

M Halfling (Fleet of Foot) | Swashbuckler (Mouser) 5/Halfling Opportunist 1 | HP: 46/46 | AC:26* T:17 FF:20* | CMB:+9 CMD:23* | F:+5 R:+12 W:+4, +2 vs fear | Init:+7 | Per:+11, SM: +4 | Panache 3/3; Charmed Life +3, 2/3; Mantle of the Black Rider (CHA+2) 1/1 | Speed 30' | +1 rapier +14 (1d4+7/+5 Precision/15-20) | darkwd longbow +12 (1d6/×3) | *Active: Barkskin

Thanks, all!

Silver Crusade

Mutagen:
+4Con, -2Cha l hp30/30 l AC21, T12, FF19 l Fort +7 // +4 Str, -2Int l AC21, T12, FF19 // +4Dex, -2Wis AC23, T14, FF19 l Ref +8, Will +2
Dwarf Trap-Breaker3 l hp 24/24 l AC19, T12, FF17 l F +5 R +6 W +3 Ini +2 l Bombs 8/8 l Perc +7* SM +1

Someone needs to give us a rousing "Last Ride of the Rohirrim" speech before we start this fight off.

The Exchange

Male Half-orc, Frostkin Brawler 2 | hp 10/21 | AC 19(t12;f17)| CMB+5 CMD 19 (f17) | F+5 R+5 W-1 *immune cold weather | init+2 | Perc+4 | SM-1 | Surv +1 | Speed 30 | Melee unarmed strike +5; 1d6+3

It's 106 miles to Chicago. We've got a full tank of gas, a half-a-pack of cigarettes, it's dark, and we're wearing sunglasses.

Grand Lodge

1 person marked this as a favorite.
Male Human Cleric 3 | HP 18/18 | AC 17 T 10 FF 17 | Fort 5 Ref 2 Will 7 | CMB +4 CMD 14 | Init +0 Perc +3 (Ioun Torch) Effects: None | Channel (2d6) 5/5 | Rebuke Death (1d4+1) 4/6 | Touch of Glory (+3) 4/6

Bring me four fried chickens and a Coke.


male Snows of Summer

Torvald I just noticed you have a +1 Darkwood shield? Have you been taking you armor-check penalty? ( oh never-mind...LOL this is a PFS work-around that, I'd out-law in my home campaign (at least just be able to buy it easily): Darkwood shield no armor check penalty gotcha) Carry on....

So with your shield extract your AC: should be 20? No? you can't stack two shield bonuses only the highest one counts..

shield spell:
Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC.

Silver Crusade

Mutagen:
+4Con, -2Cha l hp30/30 l AC21, T12, FF19 l Fort +7 // +4 Str, -2Int l AC21, T12, FF19 // +4Dex, -2Wis AC23, T14, FF19 l Ref +8, Will +2
Dwarf Trap-Breaker3 l hp 24/24 l AC19, T12, FF17 l F +5 R +6 W +3 Ini +2 l Bombs 8/8 l Perc +7* SM +1

*grumbles* Yeah, you're right...

*puts away character concept of a kasatha quad-wielding spiked shield*

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