The Rise of Guldehein (Inactive)

Game Master Vinsomner

Dwarven Gestalt Kingmaker. By my Beard!

Brevoy
The Free City of Restov
The Stolen Lands
Current Map


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Male Vital Stats HP 14/14 | AC 18, FF 14, T 14 | F +5 R +6 W +5 |Init. +4 | CMB 5 | CMD 19 | Speed 20ft | HeP 1
Skills:
Power Attack Skills Climb 6, Profession Miner, Handle Animal 7, Heal 3, Intimidate 3, Know Dungeon 2, Know Geography 2, Know Nature 6, Perception 8, Perform Sing 7, Ride 4, Stealth 6, Survival 7, Swim 0

Ike laughs, "If'n yer gonna supersize something it should be the bear." Ike looks to Savarend, "Its up ta you Savarend you brew'd da acid. You will want to stop once da scrappers get in the mix. So you can yell da signal and drop da acid or do that black magic laughin' you do."

Looking at the gate on the map it looks like it opens in the middle rather than being a big door. I am going to assume it requires two people to close in one round.

Ike looks at the gate and how it closes. "It might be that I'll need a hand getting it closed fast. I can get this side and be dropping da brace. Grim do you want to close the other side then charge in."

After the details are hashed out Ike works with crates and barrels and other things to make good hiding spots on either side of the door.

Once things get settled he checks his gear and pulls out a triangular shaped wooden instrument out and sits at the table tuning it and fiddling with knobs.

Hammer Dulcimer


Game Master

Your assumption on the door is correct.

"Well, we can come wake you lot several hours before they arrive, but there is still some day left if you lot need to do any more prepping. I say you got 'bout four hours of daylight left." Oleg took a swig of his drink then. "Get rid of em, and you'd be our welcomed guests here for the extent of your travels out their in them wilds. I on the other hand need to fix that damn leak before the next rain season." With that he would climb back up the building and begin his hammering once more unless any of the dwarves stopped him.

Svetlana looked upon the group, "If there is anything I could do for you, please let me know. Otherwise I'll be tending to getting supper ready."


"We could create a pen to trap them with the wagon and tables. If we moved the wagon to block the path here," he gestures with his hand from the building (A3) and the east wall, "and put both tables across here," he gestures between the building (A3) and the bunkhouse (A2), "then two of us could take the gaps on the east and west of the bunkhouse. The other two close the gate when they enter. How does that sound?"


HP 17/17 | AC 17, FF 15, T 12 | F +5 R +6 W +5 |Init. +2 | CMB 5 | CMD 17 | Speed 20ft

Grimdël follows the conversation and interjects at various points. Finally, he concludes, "Sounds like a plan, me and da bear can take one of the gaps."


Human [Ulfen]* Bloodrager/Bard 1

"Gettin' supper ready sounds like th'most important work ya could do, thanks," Ulfgar replies to Svetlana.

Listening to Savarend he can't help but think, setting traps? sounds like elf work... still, I guess a wolf'll drive prey towards other wolves; that's almost a trap...

"Sure, I'll fight where'er you want," he offers, "Jus' tell me where to hide and when to jump out."


Male Vital Stats HP 14/14 | AC 18, FF 14, T 14 | F +5 R +6 W +5 |Init. +4 | CMB 5 | CMD 19 | Speed 20ft | HeP 1
Skills:
Power Attack Skills Climb 6, Profession Miner, Handle Animal 7, Heal 3, Intimidate 3, Know Dungeon 2, Know Geography 2, Know Nature 6, Perception 8, Perform Sing 7, Ride 4, Stealth 6, Survival 7, Swim 0

Ike looks about, "Sounds good, but I think we be wantin' them further in." He points to the spot in the courtyard where A1 is on the map. "That's where we will want to lay da bait."

He looks to Savarend, "Once da bulk of da enemies be there yell da signal and hit them with acid. That will send in an angry dwarf and a bear from the stables." He points to the area in front of the stable doors. Where Oleg's token is. "They'll be turnin' trousers brown and wishin' fer dead and they will be too far from da gate to prevent it from being closed on them." He points to the distance from the gate to the kill zone. That will keep AOO from preventing the gate from getting closed. "Once the gate is closed Grim and I can admire yer handiwork or work clean up."


Male Vital Stats HP 14/14 | AC 18, FF 14, T 14 | F +5 R +6 W +5 |Init. +4 | CMB 5 | CMD 19 | Speed 20ft | HeP 1
Skills:
Power Attack Skills Climb 6, Profession Miner, Handle Animal 7, Heal 3, Intimidate 3, Know Dungeon 2, Know Geography 2, Know Nature 6, Perception 8, Perform Sing 7, Ride 4, Stealth 6, Survival 7, Swim 0

Sorry guys for whatever reason Ike figured that Ulgar had the bear animal companion not Grim.

Ike looks puzzled, "Wait Grim you handle da bear. I was gettin' ya mixed with Ulfgar. That means you might be better off staying with the bear till the two of ya's can charge out the stables." He looks to Ulfgar, "That means I'll need yer help sealing da gate. Then we can sweep in."


Human [Ulfen]* Bloodrager/Bard 1

"Fine," Ulfgar answers, "I'll hide behind that door, you hide behind the other. I'll close it and charge- you drop the bar."


Savarend nods in agreement. "Sounds good to me. With proper dwarven tactics, our foes could be dead before they even know what's happening."

I have no other prep for the evening.


Game Master

Sav you beat me too it :) I almost forgot to mention that when all your prep is ready, do what Sav did. And I'll fast forward it to the next day.


Human [Ulfen]* Bloodrager/Bard 1

Ulfgar is not shy about eating when dinner is served. Afterwards he takes a walk outside to clear his head and connect with nature. That night he sleeps as soundly as a bear mid-hibernation. In the morning he performs a ritual with his bundle of dried mistletoe (to prepare his spells) and then skips breakfast. When questioned about not eating he replies, "Animals never eat before a hunt; hunger sharpens the senses."

Today I'm memorizing a cure light wounds instead of feather step.


Male Vital Stats HP 14/14 | AC 18, FF 14, T 14 | F +5 R +6 W +5 |Init. +4 | CMB 5 | CMD 19 | Speed 20ft | HeP 1
Skills:
Power Attack Skills Climb 6, Profession Miner, Handle Animal 7, Heal 3, Intimidate 3, Know Dungeon 2, Know Geography 2, Know Nature 6, Perception 8, Perform Sing 7, Ride 4, Stealth 6, Survival 7, Swim 0

Ike with the help of the others moves some items to either side of the door for convincing hiding spots and laying out the goods the bandits expect to take.

Once dinner is served Ike enjoys the food but sticks to water which seems to make him sullen. He brings out his dulcimer after dinner and fiddles with it complaining and cursing that the pawn broker who kept it nearly ruined it.

Finally he actually starts to hit the strings and moments of frustration cross his brow like he is trying to remember how to do something. "I need me a drink." He asks of the host. He looks to the other dwarves, "Don't worry I'll be keeping me wits." He looks back to the dulcimer, "Sides Savarend has been watering them down fer weeks. Took me awhile to know."

He strikes a lumbering rhythm on the instrument and starts to hum an old drinking song.

Song

Well I know, I miss more than hit
With a face that was launched to sink
An' I seldom feel, the bright relief
It's been the worst day since yesterday

If there's one thing I have said
Is that the dreams I once had, now lay in bed
As the four winds blow, my wits through the door
It's been the worst day since yesterday

Fallin' down to you sweet ground
Where the flowers they bloom
Well it's there I'll be found

Hurry back to me, my wild cailín
It's been the worst day since yesterday

Though these wounds have seen no wars
Except for the scars I have ignored
And this endless crutch, well it's never enough
It's been the worst day since yesterday

Hell says hello, well it's time I should go
To pastures green, that I've yet to see

Hurry back to me, my wild cailín
It's been the worst day since yesterday


HP 17/17 | AC 17, FF 15, T 12 | F +5 R +6 W +5 |Init. +2 | CMB 5 | CMD 17 | Speed 20ft

Once dinner is done Grimdël inspects his weapons and sharpens his axe. When Ike starts singing he raises his mug and joins in on the last chorus,

"Hurry back to me, my wild cailín
It's been the worst day since yesterday"

He then retires for the night.

no further actions


Game Master

With the remaining supper of the day, the owners of the outpost lead the dwarves to their sleeping quarters. Oleg promising to wake them when the day breaks so they could do any last minute preperations. The night was calm and silent. Without a need for a watch, the gates of the outpost being shuttered everyone would be able to get a full nights rest without any interruptions. The merriment had died down when the dwarven cast had all but retired. Svetlana and Oleg were quick to follow. It was going to be a trying day tomorrows morn and it would definitely a start of something new.

As soon as the morning sun kissed the outpost, a golden shine casting itself against the walls. There was a rap at the door before Oleg opened the door, "Rise and shine, we got maybe an hour or so before the bastards show up."

Do your last minute preparations, mark on the map where your placing any barricades. If your hiding, do your stealth checks with total concealment if you are behind the gate doors.


Human [Ulfen]* Bloodrager/Bard 1

stealth: 1d20 + 8 ⇒ (20) + 8 = 28

Ulfgar helps moving things if necessary and then moves behind the door surprisingly early. Once behind it he fidgets for a moment before growing so still and silent that the others almost forget he is there.


Male Vital Stats HP 14/14 | AC 18, FF 14, T 14 | F +5 R +6 W +5 |Init. +4 | CMB 5 | CMD 19 | Speed 20ft | HeP 1
Skills:
Power Attack Skills Climb 6, Profession Miner, Handle Animal 7, Heal 3, Intimidate 3, Know Dungeon 2, Know Geography 2, Know Nature 6, Perception 8, Perform Sing 7, Ride 4, Stealth 6, Survival 7, Swim 0

So far I am unable to edit the map. Ike intends to wait on the west side of the door under the walkway he sets a few crates or hay bales to block prying eyes. Taking 10 on the Stealth check for a total of 16. Assuming we help each other move items and do a few walk thrus to get a feel for what the bandits will see then we might qualify for aid bonuses, oh great GM.

Ike finds Savarend, "I pegged you fer a distance shooter with da spells and potions and such." He wiggles his fingers pantomiming spell casting, "That is why I thought you would want to be on da wall. But I admire you wanting to be in da mix. What will yer signal be?"

Ike works with the others and Oleg moving the items that the bandits hope to recieve out into the courtyard building the pile of goods. Right at the A1 mark.

My hope is that if everyone hides well/ stays out of sight in the stable that we might qualify for a surprise round once Savarend yells the signal.

"Has anyone seen Ulfgar . . . is he already in place?"


"Oh, I try my best. My master always told me that practical experience is the best sort of experience for a scholar. I will be sitting at one of these bench tables here. When the bandits come I will flip the table to create an impromptu barrier. I plan on using an old Dwarven technique whereby you laugh mockingly and savagely at your opponent. Such a laugh that it shakes their foundation to the core. It should be interesting to see how it works."

You can put me seated on the northern side of the table nearest to the courtyard. Hopefully I can flip the table during the surprise round.


HP 17/17 | AC 17, FF 15, T 12 | F +5 R +6 W +5 |Init. +2 | CMB 5 | CMD 17 | Speed 20ft

Grimdël and his bear take position in the stable trying to stay out of site.

unable to edit map, sent request.

Stealth: 1d20 + 5 ⇒ (12) + 5 = 17
Stealth (bear): 1d20 + 6 ⇒ (2) + 6 = 8


Game Master

Sorry, made it available for everyone to edit. My mistake! Try again, just to make sure as it becomes pretty vital when combat starts.


Male Vital Stats HP 14/14 | AC 18, FF 14, T 14 | F +5 R +6 W +5 |Init. +4 | CMB 5 | CMD 19 | Speed 20ft | HeP 1
Skills:
Power Attack Skills Climb 6, Profession Miner, Handle Animal 7, Heal 3, Intimidate 3, Know Dungeon 2, Know Geography 2, Know Nature 6, Perception 8, Perform Sing 7, Ride 4, Stealth 6, Survival 7, Swim 0

Great!!! So I moved Ike's token he is under the walkway as opposed to on it.


I'm on mobile. Could someone move me 4 squares west and 1 square north? Thanks.


Male Vital Stats HP 14/14 | AC 18, FF 14, T 14 | F +5 R +6 W +5 |Init. +4 | CMB 5 | CMD 19 | Speed 20ft | HeP 1
Skills:
Power Attack Skills Climb 6, Profession Miner, Handle Animal 7, Heal 3, Intimidate 3, Know Dungeon 2, Know Geography 2, Know Nature 6, Perception 8, Perform Sing 7, Ride 4, Stealth 6, Survival 7, Swim 0

I moved you there but that is by the wagon not the picnic table. Ulfgar you are so well hid we don't know where you are ;) Are you going to stay in the stables or are you near the gate to help close it close it?


HP 17/17 | AC 17, FF 15, T 12 | F +5 R +6 W +5 |Init. +2 | CMB 5 | CMD 17 | Speed 20ft

Map is working, moved to stables.


Human [Ulfen]* Bloodrager/Bard 1

I'm also on a smart phone and unable to move my own token (sorry). I'm behind the other door (so we can swing them both closed at the same time).


The map is oriented with North to the right. West is up. I should be two squares below Svetlana. Thanks.


Male Vital Stats HP 14/14 | AC 18, FF 14, T 14 | F +5 R +6 W +5 |Init. +4 | CMB 5 | CMD 19 | Speed 20ft | HeP 1
Skills:
Power Attack Skills Climb 6, Profession Miner, Handle Animal 7, Heal 3, Intimidate 3, Know Dungeon 2, Know Geography 2, Know Nature 6, Perception 8, Perform Sing 7, Ride 4, Stealth 6, Survival 7, Swim 0

I moved you both let me know if that was correct.


Human [Ulfen]* Bloodrager/Bard 1

looks good to me, thanks


*thumbs up*


Male Vital Stats HP 14/14 | AC 18, FF 14, T 14 | F +5 R +6 W +5 |Init. +4 | CMB 5 | CMD 19 | Speed 20ft | HeP 1
Skills:
Power Attack Skills Climb 6, Profession Miner, Handle Animal 7, Heal 3, Intimidate 3, Know Dungeon 2, Know Geography 2, Know Nature 6, Perception 8, Perform Sing 7, Ride 4, Stealth 6, Survival 7, Swim 0

Did Oleg give any inclination as to where he was going to hold up for the fight and I assume Svetlana will be out of site.


Game Master

No indication. Svetlana is out near the picnic tables, due to trying to keep the ruse of that they are defenseless.

When the bandits came, it was only about an hour after sunrise. One man cloaked in a hood and a few gruffians strode up. With the doors open they arrogantly rode in as if they owned the place. Before they were even within the fort they were making quite the rough remarks of killing Oleg and taking his wife as 'bounty' to be shared amongst themselves. This ofcourse caused Oleg to go red in the face as he tried to hold his temper. The Bandits were already making way to take what ever provisions they wanted, paying no heed or attention to their surroundings.

Though one happened to look up to see a bears ass to be hanging just in sight through a door. "Woa... boys, did Oleg managed to get some exotic pets now? Is that a g#+ d+~n bear?!"


Human [Ulfen]* Bloodrager/Bard 1

Two questions- should we roll initiative for the surprise round or just start posting? And, if I become large will that push the door closed? (I can grow so that half of me is in the doorway with the door pushed behind me?)


Game Master

Go ahead and roll init, it will be used after the surprise round. And yes you growing large will close the door.


Human [Ulfen]* Bloodrager/Bard 1

initiative: 1d20 + 4 ⇒ (18) + 4 = 22

Not wanting to waste the element of surprise, Ulfgar suddenly erupts, ten feet tall, from behind one of the wooden doors and swings his massive axe at the closest brigand...
surprise round: swift- enlarge via growth domain power, standard- attack (20' reach)
longaxe: 1d20 + 5 ⇒ (17) + 5 = 22, for: 3d6 + 7 ⇒ (1, 2, 3) + 7 = 13


Male Vital Stats HP 14/14 | AC 18, FF 14, T 14 | F +5 R +6 W +5 |Init. +4 | CMB 5 | CMD 19 | Speed 20ft | HeP 1
Skills:
Power Attack Skills Climb 6, Profession Miner, Handle Animal 7, Heal 3, Intimidate 3, Know Dungeon 2, Know Geography 2, Know Nature 6, Perception 8, Perform Sing 7, Ride 4, Stealth 6, Survival 7, Swim 0

Surprize Round

"Whoa," Ike yells. "NOW BOYS. NEW SIGNAL."

Ike closes the other side of the gate and drops the bar.

Init: 1d20 + 4 ⇒ (4) + 4 = 8

Round1

Yelling in an agnry growl Ike demands of the ruffians, "THROW DOWN YER ARMS AND YE BE KEEPING YER MISERABLE LIVES. OTHERWISE WE GONNA FEED YA TO DA GIANT AND DA BEAR."

Intimidate: 1d20 + 3 ⇒ (4) + 3 = 7

Ike levels his crossbow at the bandit right in front of him.
Crossbow: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d8 ⇒ 8


Human [Ulfen]* Bloodrager/Bard 1

sorry, should I have posted my round 1 action too?


HP 17/17 | AC 17, FF 15, T 12 | F +5 R +6 W +5 |Init. +2 | CMB 5 | CMD 17 | Speed 20ft

Surprise Round

Initiative: 1d20 + 2 ⇒ (12) + 2 = 14

Hearing Ike give the new signal Grimdel rushes out from the barn and attacks the closest bandit. He yells to his bear as he moves, "Get him!"

Dwarven War Axe: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d10 + 4 ⇒ (7) + 4 = 11

Bear Bite: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d4 + 2 ⇒ (3) + 2 = 5

move action= move 20 feet, standard action= attack, free action = command bear

the bear is in the square next to (below) me


Male Vital Stats HP 14/14 | AC 18, FF 14, T 14 | F +5 R +6 W +5 |Init. +4 | CMB 5 | CMD 19 | Speed 20ft | HeP 1
Skills:
Power Attack Skills Climb 6, Profession Miner, Handle Animal 7, Heal 3, Intimidate 3, Know Dungeon 2, Know Geography 2, Know Nature 6, Perception 8, Perform Sing 7, Ride 4, Stealth 6, Survival 7, Swim 0

I added a bear place holder for you.


HP 17/17 | AC 17, FF 15, T 12 | F +5 R +6 W +5 |Init. +2 | CMB 5 | CMD 17 | Speed 20ft

Thanks!


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Male Vital Stats HP 14/14 | AC 18, FF 14, T 14 | F +5 R +6 W +5 |Init. +4 | CMB 5 | CMD 19 | Speed 20ft | HeP 1
Skills:
Power Attack Skills Climb 6, Profession Miner, Handle Animal 7, Heal 3, Intimidate 3, Know Dungeon 2, Know Geography 2, Know Nature 6, Perception 8, Perform Sing 7, Ride 4, Stealth 6, Survival 7, Swim 0

Looking out for my dwarfies


Human [Ulfen]* Bloodrager/Bard 1

A surprise round isn't a regular round... You have to choose between a move action or a standard action. I believe you can make a partial charge in the surprise round (which lets you move up to a single move with the normal charge bonuses/penalties) but you have to meet the normal requirements for charging (straight line, no difficult terrain, no allies in the way).


HP 17/17 | AC 17, FF 15, T 12 | F +5 R +6 W +5 |Init. +2 | CMB 5 | CMD 17 | Speed 20ft

Whoops, you are correct. Use my surprise round action as my round 1 action and Grimdël will cast magic weapon on his axe as his surprise round action.


Game Master

Savarend, take your suprise action and next round action in your next post. Ulfgar take your round 1 action. Then I'll post the bandits actions.

INITIATIVE ORDER: Dwarve party, take their round 1 actions. Then bandits, then dwarves, rinse and repeat. All enemies act together on same round.

Happs Bydon Init: 1d20 + 2 - 8 ⇒ (3) + 2 - 8 = -3
Bandit: 1d20 + 5 - 8 ⇒ (10) + 5 - 8 = 7
Bandit: 1d20 + 5 - 8 ⇒ (11) + 5 - 8 = 8
Bandit: 1d20 + 5 - 8 ⇒ (2) + 5 - 8 = -1

The horses that they came in one scattered, whinnying as the presence of a giant dwarf and a bear was easily enough to send them running in fear. The bandits were so agog at the attack that they would quite dumbfounded that they would be attacked, their reactions quite slow and fumbling in this case.

The bandit that was attacked by the giant dwarf screamed out in a short yell of pain before his voice was silenced, his body slumping to the ground with a gaping slash that nearly rendered his torso in two.

"Fight back men! They are just dwarves! You remember the tales!" The hooded one yelled, stirring his men to fight.

The dwarf's intimadation didn't seem to cause them to surrender their arms. Another cry of pain rose up as the another bandit took a crossbow bolt, though it did not drop this one, but Grimdall and the bear was sure to finish him off as he fell to the blows.


Savarend would have cast Mage Armor at the first appearance of the bandits.

Surprise Round

Savarend points at the nearest bandit (2 squares south) and sneers at him. "You're not very good at being a bandit, are you?"

Misfortune hex, standard action.

Round 1

Savarend points at the same bandit and begins to chuckle. The chuckle turns into a guffaw, which turns into a cackle, which turns into outright, derisive, gut-busting laughter.

Cackle hex, move action.

Continuing his mad laughter, he reaches back and throws a vial of acid at the bandit.

1d20 + 4 ⇒ (4) + 4 = 81d6 ⇒ 2


Human [Ulfen]* Bloodrager/Bard 1

Round 1

Remaining large, Ulfgar turns his attention to the brigand straight ahead of him the one who's icon looks armored) and brings his incredibly long axe down on the still unready foe...
longaxe: 1d20 + 5 ⇒ (5) + 5 = 10, for: 3d6 + 7 ⇒ (6, 5, 2) + 7 = 20


Game Master

Bandit Will Save: 1d20 - 1 ⇒ (2) - 1 = 1

The bandit that was attacked by Ulfgar quickly moves out of the way of the large long axe as it sunk into the ground and he moved to engage Savarend, ducking when the vial of acid was tossed at him. "Die you stupid dwarf!" yelled the bandit as he swung at him with his shortsword. Though his sword just cuts air before the dwarf.

Misfortune
Bandit Attack vs Savarend: 1d20 + 2 ⇒ (9) + 2 = 11 This Result]
Bandit Attack vs Savarend: 1d20 + 2 ⇒ (11) + 2 = 13

Happs, drew his long bow and took aim at the large dwarf, "I'm gonna skewer you!" Taking aim he released the arrow with a twang of bow string. Though the shot missed Ulgar's head by a mere inch.

Attack vs Ulgar: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Svetlana had run into the house, along with Oleg, who apparently doesn't have the stomach to face a real fight, unfortunately taking any of the vials that he had on him, into the home with him.

[ooc]End Bandit round, may take your actions!


HP 17/17 | AC 17, FF 15, T 12 | F +5 R +6 W +5 |Init. +2 | CMB 5 | CMD 17 | Speed 20ft

Round 2

Grimdel rushes the bandit, trying to cleave the bandit in half with his axe. As he lets the axe fall he yells, "Sic em, Axe-Jaw!" The bear obediently follows the dwarf, it claws flashing in the bright light.

Dwarven War Axe: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d10 + 4 ⇒ (4) + 4 = 8

Bite: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Claw: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d3 + 2 ⇒ (2) + 2 = 4
Claw: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d3 + 2 ⇒ (3) + 2 = 5


Male Vital Stats HP 14/14 | AC 18, FF 14, T 14 | F +5 R +6 W +5 |Init. +4 | CMB 5 | CMD 19 | Speed 20ft | HeP 1
Skills:
Power Attack Skills Climb 6, Profession Miner, Handle Animal 7, Heal 3, Intimidate 3, Know Dungeon 2, Know Geography 2, Know Nature 6, Perception 8, Perform Sing 7, Ride 4, Stealth 6, Survival 7, Swim 0

Round 2

Ike drops his crossbow. He lumbers forward drawing his axe as he advances. He steps on to the wagon and starts to sing, "Cease the clamour of hammer’s fall, Smoother the forge’s fire tall, Quell the merry stirrings of song, “Battle beckons!” Iron bells have rung!

Begins Raging Song-

Inspired Rage:
At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike the barbarian's rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.


HP 17/17 | AC 17, FF 15, T 12 | F +5 R +6 W +5 |Init. +2 | CMB 5 | CMD 17 | Speed 20ft

Both Grimedel and Axe-Jaw will accept the rage giving them +1 to hit and damage to the above rolls.


Savarend moves around to the other side of the benches and table to get some distance (move action), all the while maintaining his uproarious laughter at the man's inept attacks (cackle to maintain misfortune, move action).


HP 17/17 | AC 17, FF 15, T 12 | F +5 R +6 W +5 |Init. +2 | CMB 5 | CMD 17 | Speed 20ft

Been a few days *Bump*

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