Trunau is truly a town on the frontier. The frontier between the world of Humans, Elves, Dwarfs and the like and the world of Orcs and Giants. It will take a brave and hardy group of adventurers to defend Trunau and the region from what is about to come.
+4 CMD vs Bull Rush/Trip, +1 vs fear vs giants, +1 dmg when flanking, +1 Shield AC, +4 AC vs Giants
Dwarf Warpriest 8
Vitals:
HP 69/69, F:8/R:2/W:10, AC 22 (26 vs Giants) CMB +10 CMD 22 Init +0
Not sure if the giants are using weapons with reach, but:
Reach Weapons: Glaives, guisarmes, lances, longspears, ranseurs, and whips are examples of reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren't adjacent to him. Most reach weapons double the wielder's natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.
Ragnir is in the adjacent square to the giant. A gaff is a reach weapon.
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9
Unless they are orge hooks, which I have aways thought of as gaff like.
By the way, squishy mage facing off against a giant. Help, anyone.
After Kaos attack I think there is chance we end up G2 this round. If Ulfgard survives 1 more round (and I hope Haskyll can do that happen) we have good chances of stopping G1 before he takes more than 1 attack on Anga, and with your mirror image I am sure we will be on time!
Not sure if the giants are using weapons with reach, but:
Reach Weapons: Glaives, guisarmes, lances, longspears, ranseurs, and whips are examples of reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren't adjacent to him. Most reach weapons double the wielder's natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.
Ragnir is in the adjacent square to the giant. A gaff is a reach weapon.
According to the Bestiary 2, the Gaff used by Marsh Giants are to be treated like a Flail, except they do piercing damage. Flails are not reach weapons. If anything, I possibly should have had the Marsh Giants take a five foot step back; which we can adjust.
No problem. When you made the point, I thought you were correct. I was not really familiar with the gaff. But the Bestiary 2's description cleared it up.
Beginning this Thursday, I will be traveling through the next week. Postings will be spotty, if at all. Also, I will not have map functionality. So, I may depend on you for moving tokens on the map. Thanks.
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)
For the next week, I will be gone fishing. I don't know if I will have net access. So please bot me as necessary.
GM's, all info should be on my profile.
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9
Sorry for my slow posts, but i just got a new job, and it has distracted me somewhat. Back on game now
+4 CMD vs Bull Rush/Trip, +1 vs fear vs giants, +1 dmg when flanking, +1 Shield AC, +4 AC vs Giants
Dwarf Warpriest 8
Vitals:
HP 69/69, F:8/R:2/W:10, AC 22 (26 vs Giants) CMB +10 CMD 22 Init +0
Sorry for that brief absence. My Mother just bought a house here in WI, moving from CA and she needed us for emergency meetings to get things finalized, (house appraisal, inspection etc). I know it's been tough over the last bit, just bear with me, lots of upheaval (mostly good :D ) on this end. (also work blocked quite a bit of what I use to manage the game! grrrr...)
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9
As mentioned above, I am starting a new job, and I have to do a whole stack of induction course. Thiese have been long and tiring (lots of looking at computer screens. Pls bot me at need, i'll post when I can. Should settle by next week.
If I am not mistaken, and please correct me if I am wrong, you make two saves in the first Round, and one every Round you end your turn in the area of affect, unless you are already Entangled.
Ingrahild moved just out of the area of affect at the end of her Round.
Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9
Apologies, but the flu has been very distracting, plus starting a new job
(Horrible timing). Hopefully starting to improve. Pls bot me if needed
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
I would be happy to take the big sword if that is good with everyone.
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
Dragon Disciple
Hp 11+3=14
Skills 3
Sailor 1
Acrobatics 2
+1 Natural Armor
Claws
Do you feel the prestige? : )
HP 126/126 Ini+1 Sp30" Ac 22 T11 FF19 F11 R7 W 4 +3MSSL Per+14
Ranger (Divine Tracker) 10
OF course... What do you think for animal companion? Wolf? Dog? Badger.
Wolf is fast and I could ride it. But a dwarf riding on a wolf....
Maybe our gm is generous and has some great dwarfish ideas.
Wolf, Badger, Dog either will work. Your choice. You can say you came across it along the river shore near where the keelboat takes anchor on any of the five nights it will take to reach Redlake Fort.
HP 126/126 Ini+1 Sp30" Ac 22 T11 FF19 F11 R7 W 4 +3MSSL Per+14
Ranger (Divine Tracker) 10
Well actually a big boar could be cool. And stylish. How about a regular boar. Or a bear? I mean we were in a druid demiplane! There must be some animal companions LONGING for a nice friendly dwarf to adopt them!!!
Or reskin a wolf to something less problematic in citys... like a direfox or one of those REALLY Huge dogs. Like This one
Same stats as wolf, just more dwarfish. Orcs befriend wolfes, not dwarfes! HMM Mammoth rider... Ok not 2 points to craft weapons but 2 to handle animal
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
You sure that was a dire boar? It didn't have any bones sticking out of it.
You may want to put thoughs points into ride.
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
Kaos Axe Hands wrote:
Dragon Disciple
Hp 11+3=14
Skills 3
Sailor 1
Acrobatics 2
+1 Natural Armor
Claws
Do you feel the prestige? : )
I missed the fact that I am supposed to stack my disciple level.
That would mean I would also get an additional +1 natural armor and 5 fire res
What about some kind of bird Ulfgard? They are less powerful compared to the options you are thinking, but given you are a ranger and multiclassed, your companion will be 5 levels behind the power level and will not resist in first line combat anyway.
A bird still can do some useful things you cannot do, like distract a far caster, go fetch a distant object, fly and in general anything that requires speed and/or reaching a generally unreachable target.
I think some of them might look pretty cool in a dwarf's arm/hand/shoulder :)
(A dwarf with a parrot? XD)
HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception
Sorry about the delay. I was hit by a semi truck on Wed. I'm okay, a bit stiff and sore with an arm in a sling. My car? The whole drivers side looks like the villains car from James Bond. The lugs from the semi's front tire did a pretty good job of shredding the metal from the back door back.