The Wolftooth Tribe

Game Master Jazzai Moonbreaker


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Welcome.

Silver Crusade

Spells Active:
Orc Scarred Witch Doctor 6 | HP 10/10 | AC 13(17) | T 12(16) | FF 10(14) | Fort 10 I Ref 2 | Will 7(+2 Saves vs Spells with the pain descriptor) | Init 1 | Move 30
Skills:

UMBABALEEBABALOOBABABOWBOW


Anol you may want to recheck your words. It was not a fight of Human's against Bearclaw.


Female Ogre HP: 92(108) / AC 17(15{17}) / F:+8 R:+7 W:+2(+4) Evasion / NatDR 3/- ArmDR 6 ResCold 1 / DrkVis 60'Ft Perc +10 SMotive +10 / Init +2 /Speed 40'ft

With the Armor as DR rules in effect how do they work with characters that have DR already? With our 4 new levels Runt will have a DR 3 before putting on any armor. I hope it does not work by the standard method of how DR 'combines' (the higher is taken and the lower only comes into effect if the higher cannot resist the damage and the lower can)


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22
Runt the Ogress wrote:
With the Armor as DR rules in effect how do they work with characters that have DR already? With our 4 new levels Runt will have a DR 3 before putting on any armor. I hope it does not work by the standard method of how DR 'combines' (the higher is taken and the lower only comes into effect if the higher cannot resist the damage and the lower can)

You don't need to worry about having your armour bonuses being gimped. Armour and Natural-Armour DR stacks with special forms DR so long as they're not the same type of bonus. So for instance your class feature DR is not the same as your armour bonus, so they combine. But if someone casts Mage Armour spell, only the highest form of armour bonus counts to your ADR.


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

Rule list updated, also dated with a contents page for easy versioning:
LINK


Female Ogre HP: 92(108) / AC 17(15{17}) / F:+8 R:+7 W:+2(+4) Evasion / NatDR 3/- ArmDR 6 ResCold 1 / DrkVis 60'Ft Perc +10 SMotive +10 / Init +2 /Speed 40'ft
Odak the Iron Giant wrote:
Runt the Ogress wrote:
With the Armor as DR rules in effect how do they work with characters that have DR already? With our 4 new levels Runt will have a DR 3 before putting on any armor. I hope it does not work by the standard method of how DR 'combines' (the higher is taken and the lower only comes into effect if the higher cannot resist the damage and the lower can)
You don't need to worry about having your armour bonuses being gimped. Armour and Natural-Armour DR stacks with special forms DR so long as they're not the same type of bonus. So for instance your class feature DR is not the same as your armour bonus, so they combine. But if someone casts Mage Armour spell, only the highest form of armour bonus counts to your ADR.

Awesome, thanks for clearing that up. Sorry for the slow return but my phone didnt reload the page properly when I would check it so it didnt display all the new posts >.<! We should form some sort of skype group


Race Half Orc Skald 8(Spell Warrior) | HP 51/51 DR 5 /AC 20 | T 13| FF 19| CMB+8 | CMD 21 | FORT +8 | REF +5 | WILL +8 | INIT +2 | Perception +11| Conc +14 | Stealth +2 | Bluff +10| Sense Motive +16 | Diplomacy +18 | Spellcraft +12/ intimidate +20 Spell points 18/36
spells active:
prestidigitation, haste, good hope, reduce person

dot


Race Half Orc Skald 8(Spell Warrior) | HP 51/51 DR 5 /AC 20 | T 13| FF 19| CMB+8 | CMD 21 | FORT +8 | REF +5 | WILL +8 | INIT +2 | Perception +11| Conc +14 | Stealth +2 | Bluff +10| Sense Motive +16 | Diplomacy +18 | Spellcraft +12/ intimidate +20 Spell points 18/36
spells active:
prestidigitation, haste, good hope, reduce person

Could you put the new rules in a link above, please

Silver Crusade

Spells Active:
Orc Scarred Witch Doctor 6 | HP 10/10 | AC 13(17) | T 12(16) | FF 10(14) | Fort 10 I Ref 2 | Will 7(+2 Saves vs Spells with the pain descriptor) | Init 1 | Move 30
Skills:

So for the Doctors purchases, I upgraded his Belt of Con to +4 and got a Cackling hags blouse(I would like to refluff it into a headdress of some sort, probably some kind of dreadlock getup with bones and such throughout the hair) and 2 more wands of infernal healing.


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

The new rules are above Runt's post, bolded link too.

Also dotting doesn't work unless you post in the Gameplay thread it seems.


Race Half Orc Skald 8(Spell Warrior) | HP 51/51 DR 5 /AC 20 | T 13| FF 19| CMB+8 | CMD 21 | FORT +8 | REF +5 | WILL +8 | INIT +2 | Perception +11| Conc +14 | Stealth +2 | Bluff +10| Sense Motive +16 | Diplomacy +18 | Spellcraft +12/ intimidate +20 Spell points 18/36
spells active:
prestidigitation, haste, good hope, reduce person

Yes I see the link, but its just a contents page. If they are links on it, then they don't work.
Doesn't matter, I think I nearly have it anyway. I just need to find the spell point rules.

My changes are pretty good. Changed to skald class (spell warrior archetype) improved my armor and buckler a bit, gain a couple of other items, nat armor amulet, ring of protection, cloak of resistance, +2 headband, and voila, Karol is reborn. Oh and improved my axe.


Race Half Orc Skald 8(Spell Warrior) | HP 51/51 DR 5 /AC 20 | T 13| FF 19| CMB+8 | CMD 21 | FORT +8 | REF +5 | WILL +8 | INIT +2 | Perception +11| Conc +14 | Stealth +2 | Bluff +10| Sense Motive +16 | Diplomacy +18 | Spellcraft +12/ intimidate +20 Spell points 18/36
spells active:
prestidigitation, haste, good hope, reduce person

Question
How does counter spelling work now? With my greater counter spelling class ability, I can expend two spell slots to counter a spell, regardless of school. I do need to have a readied action of course. How does that work with spell points? Unless there are other rules around, I suggest I pay double the cost of the incoming spell.


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

Well firstly, I checked the PDF link. You have to scroll down to look at the other pages, if you can't, there might be something odd with your PDF reader. I'm using the Firefox built-in one.

> COUNTER-SPELLING...BEE <
It took me a while to figure out, but your wording really threw me off. You said it was a class feature when it really was a Bonus Feat Improved Counterspelling, and only figured out it was part of a archetype because I looked at your short stats.

If someone uses Magic Missile against you (1st level spell, Invocation school) then you must spend spell points equal to an Invocation spell you can cast at the time, that is 2nd level or higher. So to counter a 1st level spell with a 2nd level it costs 3SP. If you counter a 2nd level with a 4th level spell, it costs 7SP...etc


Female Ogre HP: 92(108) / AC 17(15{17}) / F:+8 R:+7 W:+2(+4) Evasion / NatDR 3/- ArmDR 6 ResCold 1 / DrkVis 60'Ft Perc +10 SMotive +10 / Init +2 /Speed 40'ft

Would it be alright if I switched Runt's favored class from Rogue to Barbarian? I had upon creation thought I would go more rogue-y with her but now that I have been playing her Barbarian seems to be where I'll be sticking, the switch makes no actual differences(I had 2 levels in both classes so she would not have had a different HP total if she had favored barbarian)


Race Half Orc Skald 8(Spell Warrior) | HP 51/51 DR 5 /AC 20 | T 13| FF 19| CMB+8 | CMD 21 | FORT +8 | REF +5 | WILL +8 | INIT +2 | Perception +11| Conc +14 | Stealth +2 | Bluff +10| Sense Motive +16 | Diplomacy +18 | Spellcraft +12/ intimidate +20 Spell points 18/36
spells active:
prestidigitation, haste, good hope, reduce person

Sorry about the confusion. You are correct, improved counterspell is the feat, and greater counter spell is the class ability of the spell spell warrior archetype. You answer is helpful thanks. Do the same costs apply to the greater counter spell ability. From the reading of it I think it would be double the cost until 11th level, when it becomes normal cost.

Quote:

Greater Counterspell (Su): At 5th level, the spell warrior gains increased versatility when attempting to counteract enemy spellcasting. When counterspelling, he can expend two skald spell slots of the same level or higher than the opponent's spell, regardless of the school of that spell.

At 11th level, when counterspelling an opponent's spell, the spell warrior only has to expend one skald spell slot of the level of the spell being cast.

At 17th level, the spell warrior gains Parry Spell as a bonus feat. The skald does not have to meet the prerequisites for this feat.

This ability replaces spell kenning.

Oh and I have palm slapped myself, as I didn't think to page down on the link you provided. Sometimes I shouldn't get out of bed in the morning I think. Sorry for my dullness today


Female Ogre HP: 92(108) / AC 17(15{17}) / F:+8 R:+7 W:+2(+4) Evasion / NatDR 3/- ArmDR 6 ResCold 1 / DrkVis 60'Ft Perc +10 SMotive +10 / Init +2 /Speed 40'ft

As I was doing my leveling I decided it would be a good idea to grab a suitable mount for Runt however that of course requires a rather big creature. The creature I found on the SRD that is available for purchase, awesome enough, and could bare to carry Runt ends up being a Mastadon(or a Elephant but Mastadon's are much more awesome and if I recall the Frost Giants use them) so would it be alright for me to obtain one for Runt? And if so could I purchase a set of Horseshoes of a Zephyr but for a Mastadon rather than a horse?

Been sort of playing around with the idea of Runt having a touch of Frost Giant in her ancestry(not like half frost giant or anything but maybe 1/4th or 1/8th, perhaps her father was a bastard) not amazingly relevant but it helps me make decisions and fills out some backstory bits in my mind(My choice to go with Cold environment resistance for my Barbarian advancement and why her Fathers club was cold enchanted and as well perhaps why Runt is more clever than the average ogre, the frost giant in her is just a bit stronger than her siblings)


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

> RUNT'S CLASS AND MOUNT QUESTIONS <
Firstly, yes you can change your favoured class, you were virtually 2/2 on your multi-classing so there's no reason you couldn't have started with either class before the game started.

Nextly, it a little tricky for finding mounts for Giants since you technically have to be a size category above what you're sitting on. Since Frost Giants are an important race it also makes sense that the great Mastodons and Mammoths are also within reasonable distance in the Savage Hills and that they would ride them if spotted on patrols and the like. The Frost giant ancestry's a nice touch.

However, the Horseshoes are incompatible for a Mastodon unfortunately. This is based on the logic that horse-shoes are usually nailed to the hoofs of a horse and it's humane because the horse doesn't technically feel pain in them as much as we don't feel our nails when they bend or break. Mastodon are elephants who definitely feel the ground they're walking on and you may just cripple the poor thing trying. And horseshoes do have to be nailed in because that's how they stick to horses in the first place.

> KAROL'S COUNTERSPELLING QUESTION, RESOLVED BY HIMSELF <
It's okay, we still like you.


Race Half Orc Skald 8(Spell Warrior) | HP 51/51 DR 5 /AC 20 | T 13| FF 19| CMB+8 | CMD 21 | FORT +8 | REF +5 | WILL +8 | INIT +2 | Perception +11| Conc +14 | Stealth +2 | Bluff +10| Sense Motive +16 | Diplomacy +18 | Spellcraft +12/ intimidate +20 Spell points 18/36
spells active:
prestidigitation, haste, good hope, reduce person

Thanks (blush)
BTW war elephants in the past have worn thick soled leather boots to protect against caltrops. Not horseshoes but might have utility


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

Rules PDF updated!

Greyed NEW/UPDATED means it was new or updated in the previous revision, the coloured versions are this revision's


Race Half Orc Skald 8(Spell Warrior) | HP 51/51 DR 5 /AC 20 | T 13| FF 19| CMB+8 | CMD 21 | FORT +8 | REF +5 | WILL +8 | INIT +2 | Perception +11| Conc +14 | Stealth +2 | Bluff +10| Sense Motive +16 | Diplomacy +18 | Spellcraft +12/ intimidate +20 Spell points 18/36
spells active:
prestidigitation, haste, good hope, reduce person

A thing on firearms
When I was GMing I was playing that the humans have advanced fire arms, and the savage hills basic. This was to show the effeects of an industrial society vs a non industrial. Are all firearms the same now? Not that I intend to get one at this time.

Another thing, with the parry, can you use your shield?

If so does that count as two weapon fighting, ie a penalty to the roll?

Do shields, designed to parry after all, get a bonus on this?


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

In order to keep things a bit more simple, the Civilised-Faction have fire-arms while the Savage Hills are still using bows and crossbows as their ranged weapons for the most part. The weapons that the Bridgette team acquired are workable advanced firearms which can be studied and reproduced with help, help which should appear in the next mission(s). This sort of mimics the early days of Earth's American Colonists vs. Natives where the Natives eventually got firearms of their own.

The Opportunity defense was mainly designed for weapons as shields already provide an AC bonus of their own.

Instead whenever you use an action which improves your AC (Fighting Defensively, Combat Expertise, Total Defense), your AC bonus from your shield doubles (ignoring enhancement bonuses). And if it isn't stated, light shields have a base of +1, medium shields have +2 and tower shields have +4.


Race Half Orc Skald 8(Spell Warrior) | HP 51/51 DR 5 /AC 20 | T 13| FF 19| CMB+8 | CMD 21 | FORT +8 | REF +5 | WILL +8 | INIT +2 | Perception +11| Conc +14 | Stealth +2 | Bluff +10| Sense Motive +16 | Diplomacy +18 | Spellcraft +12/ intimidate +20 Spell points 18/36
spells active:
prestidigitation, haste, good hope, reduce person

cool.


Female Ogre HP: 92(108) / AC 17(15{17}) / F:+8 R:+7 W:+2(+4) Evasion / NatDR 3/- ArmDR 6 ResCold 1 / DrkVis 60'Ft Perc +10 SMotive +10 / Init +2 /Speed 40'ft
Odak the Iron Giant wrote:

Rules PDF updated!

Greyed NEW/UPDATED means it was new or updated in the previous revision, the coloured versions are this revision's

Question, with the new Boss 'rules' there is the ability Escape Clause, how would that ability interact with the feat "Call Out" which is intended to create a situation where an enemy could not do exactly what the ability does.

Also Force Push seems preeeeety rough since it seems like how im reading a boss with this would basically never get hit by a full melee attack.

Call Out:
As a standard action, you can make an Intimidate check against a hostile target within 30 feet that can clearly see and hear you. The DC of this check is equal to 10 + your opponent’s Hit Dice + its Wisdom modifier. If the target is trained in Sense Motive, the DC is instead equal to 10 + your opponent’s Sense Motive bonus, if higher. If you succeed at this check, the target enters a duel with you. The target cannot withdraw from the duel for 1 round + 1 round for every 5 by which the check beat the DC.


Female Half-Orc Arcqnist(Bloodied:Orc Blood)1st HP:8,AR:11(15)[t:11,ff:10]F/R/W:+2/+2/+6 Percept:+2 Spells:0-*(4) 1-5(2)

I am leveling currently


Female Half-Orc Arcqnist(Bloodied:Orc Blood)1st HP:8,AR:11(15)[t:11,ff:10]F/R/W:+2/+2/+6 Percept:+2 Spells:0-*(4) 1-5(2)

Except for money i am done


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22
Runt the Ogress wrote:
Odak the Iron Giant wrote:

Rules PDF updated!

Greyed NEW/UPDATED means it was new or updated in the previous revision, the coloured versions are this revision's

Question, with the new Boss 'rules' there is the ability Escape Clause, how would that ability interact with the feat "Call Out" which is intended to create a situation where an enemy could not do exactly what the ability does.

Also Force Push seems preeeeety rough since it seems like how im reading a boss with this would basically never get hit by a full melee attack.

As for the Call Out vs. Escape Clause ability, I imagine that Call Out overrides this particular action because unlike EC, CO requires a successful check. I always deem actions with actual failure chances to be stronger than those that don't. Though I will say that Escape Clause can still be used to escape OTHER people than yourself, and plot-relevant events will supersede Call-Out due to sticking to the script (if any).

Force Push is necessary if they are ganged up by multiple PCs, and in a way is indistinguishable from certain video-game bosses that do the same thing. It's a form of attack cancelling that prevents players from doing too much damage to them without having a chance to fight back. It's not generally meant to be spammed but used to make the PCs have to work for their kill/defeat.

But as a reminder, not all boss enemies will have all or most of these abilities. In fact Commander/Boss ranks may be limited to just one of these abilities for flavour, Elite Bosses and ArchNemesis/Monster ranks some more. And more importantly it's written there to warn you that there will be a bit of 'computer is a cheating b*****d' for some bosses because they simply can't fight a huge PC group like yours on a fair fight, and me and Tigerwolf have decided it would be a bad move to literally force PCs to sit out like inactive party members do in a RPG to compensate. If we could split the teams into 3-5 member groups these boss equaliser abilities wouldn't even be necessary up until Archnemesis Rank.


Female Half-Orc [HP 43/43 | AC 12 ACR 14 | T 11 | FF 14 | Fort 3 | Ref 6 | Will 3 | Init 2 | Per +8/+10(hidden items) Skulking Slayer Rogue/4

Trust me we are working on it. My work has been keeping me there for 13+hour days without access to phone or computer.

Odak can attest to the work we are doing to shape things up and get ready for the next part. There will be some changes but we are trying our hardest to make everything the PC's have encountered to be "truths" so far to keep continuity.

I want to ask all of you. Would you rather again split into two groups or stay in one large group? If we do one large group I might suggest a separate thread just for combat. That way roleplaying side can look seamless.

Silver Crusade

Spells Active:
Orc Scarred Witch Doctor 6 | HP 10/10 | AC 13(17) | T 12(16) | FF 10(14) | Fort 10 I Ref 2 | Will 7(+2 Saves vs Spells with the pain descriptor) | Init 1 | Move 30
Skills:

I ᤾believe two groups would probably work best.


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

If we do end up splitting the group into two again, it will mean that ODAK (Me) and TIGERWOLF would each have to be present in each group as GM PCs, this wasn't the case last time since we had Karol and Dergosh running their missions for the first half. It seems a shame to break those two up, Odak would be uncharacteristically enraged if anything happened to her. If you do agree to a two-party setup like before we'll need to do this properly;
-
• Nominate THREE player-characters who you would like to be teamed up with. You're basically asking what you would like to be your 2nd, 3rd and 4th.
• The two teams will end up being a group of Six and Five, with ODAK in the 'of Five' group and TIGERWOLF in the 'Of Six' group.
• If too many people side in one group they may be auto-balanced into the one that is lacking members.
• This does not mean you will be separated from everybody, in fact the whole group will travel with each other at the start of the new mission. The team separation is just so we can split the group up for tasks that would be wholly inappropiate for this gigantic group, not to mention remove the headache of creating combat encounters for 11 people at once...


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

PDF Updated again!

This time the new information is literally marked in blue so you know exactly what's been added or changed.


Male Orc Cleric 3/Bard 1 | HP: 36/36 | AC 17, T 10, FF 17 | Fort +3, Ref +3, Will +7 | Init +0 | Perception +10 (+6 for auditory checks)| ATK +3 melee, DAM 1d8+2 +1d4 sonic |

Sorry folks, but I think I will bow out at this point. Life is pretty busy and I don’t think I have the time to digest the variant rules set or maintain a satisfactory level of high quality posting. Enjoy the game and remember you are ORCS!

Cheers,
Merc

Silver Crusade

Spells Active:
Orc Scarred Witch Doctor 6 | HP 10/10 | AC 13(17) | T 12(16) | FF 10(14) | Fort 10 I Ref 2 | Will 7(+2 Saves vs Spells with the pain descriptor) | Init 1 | Move 30
Skills:

Oh noes, I enjoyed adventuring with Dergosh.


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

Sorry to hear you're leaving Mercurion, at least you managed to help us get those Bombs and Goblin fire from the Kobolds! I'll miss Dergosh and his sound-based destruction!


Female Ogre HP: 92(108) / AC 17(15{17}) / F:+8 R:+7 W:+2(+4) Evasion / NatDR 3/- ArmDR 6 ResCold 1 / DrkVis 60'Ft Perc +10 SMotive +10 / Init +2 /Speed 40'ft

I dint have much prefrence toward who I group with, IC Runt would prefer a group with Mogwag since he kept her from being foolish about the hag. Otherwise everyone seems great both ooc and ic.


Female Half-Orc [HP 43/43 | AC 12 ACR 14 | T 11 | FF 14 | Fort 3 | Ref 6 | Will 3 | Init 2 | Per +8/+10(hidden items) Skulking Slayer Rogue/4

If you feel like coming back we will hold a spot for you. After All play by posts cover many months!

He will stay and train new orcs!


That brings up another thing.

If you need to leave because of life and such and give us forewarning we can bot your characters until they are at a good leaving point and they will return to the tribe so when you return, you can come back into the swing of things if you will.

That will cover long absences for school, life, ect.


Female Half-Orc Arcqnist(Bloodied:Orc Blood)1st HP:8,AR:11(15)[t:11,ff:10]F/R/W:+2/+2/+6 Percept:+2 Spells:0-*(4) 1-5(2)

Wow I am rich!


Giant Male Orc HP 72/72, AC 19 T18 FF14, Saves Fort+9 Ref+8(evasion) Will+9 (+2 all enchant spell/effects), Init +4, Acro+17, Percep+10, Climb+10, SenseMotive +8, Heal+3, Ki 5/5 Monk/8

I don't mind which group I get set with. So I could be somewhat like a place holder to be placed in whichever might need me more.


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

Reminder: Please post here your THREE nominations of who you would like to be one your team of five for if we have to split the group into teams.

Only Runt and (by PM) Greez have messaged me their preferences.

One condition I left out is whichever people you choose, you cannot pick both ODAK and TIGERWOLF at the same time, they are on separate groups so we can GM properly.

Silver Crusade

Spells Active:
Orc Scarred Witch Doctor 6 | HP 10/10 | AC 13(17) | T 12(16) | FF 10(14) | Fort 10 I Ref 2 | Will 7(+2 Saves vs Spells with the pain descriptor) | Init 1 | Move 30
Skills:

Well I would like to be with as many of the folks I was on the last mission with. However, like Greez pointed out if a group needs my services more. I am happy to assist.

So it would be Greez, Karol and...this is tough Odak is an awesome shield but Tiger saved us from screwing the pooch on more than one occasion.

How about Odak Low and Tiger High 1d1000 ⇒ 704


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22
Doctor Majuba wrote:

So it would be Greez, Karol and...this is tough Odak is an awesome shield but Tiger saved us from screwing the pooch on more than one occasion.

How about Odak Low and Tiger High (704)

Assuming less than 500 is Odak, looks like Tigerwolf will be helping you keep away from those dogs, you lanky deviant Orc :P


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

Me and Tigerwolf have managed to get our act together about what might happen in the next mission(s), stay tuned and make sure your PC gets lots of rest!


Race Half Orc Skald 8(Spell Warrior) | HP 51/51 DR 5 /AC 20 | T 13| FF 19| CMB+8 | CMD 21 | FORT +8 | REF +5 | WILL +8 | INIT +2 | Perception +11| Conc +14 | Stealth +2 | Bluff +10| Sense Motive +16 | Diplomacy +18 | Spellcraft +12/ intimidate +20 Spell points 18/36
spells active:
prestidigitation, haste, good hope, reduce person

Hmm
Odak, draxia and greez. But anyone is fine


Anol, your animal companion should not be huge. The GM before me allowed you to have it large early so you may use it as a mount. Secondly Dire Wolves are Large not Huge to begin with.

Please, tell me the source you are using that way I ensure we are on the same page.


Okay everyone on The Bridgette River Mission.

So far the story presented to Blound is incorrect. Specifically many of the major details.

One, It is correct the Yellow Eye were under siege and the hag and her Ogres and Hill Giants were the cause.

You snuck past some of the Ogre and Hill Giant Camps to target the Hag directly. While you may have dealt a blow by making their leader run and killing her boyfriend, you didn't deal quite the "crushing blow".

Secondly, they Yellow Eyes were joyous you chased off the hag but they were still cautious because she wasn't dead yet, but kept their promise to assist with the mission.

The mission was a success and you got 3 Prisoners. Two Humans and One Dwarf. Dwarf is obviously someone of some knowledge.

You fled the mission after you heard Two things.

A. That 200 humans WITH 200 Bearclaw Warriors were heading to the mission.
B. That 60 Hill Giants and Ogres were on their way also.

You fled and Yellow Eye Chief left scouts to watch. YOU DID NOT SEE THE BATTLE.

The Yellow Eye Scout Reported:

A. Both groups. Humans/Bearclaws and Ogres/Giants both got to the burnt down mission about the same time.
B. The Humans had a wizard and the Bearclaws had a shaman and that is what helped keep the fight mostly even.
C. Both sides took at least 2/3 in loses on either side.


Giant Male Orc HP 72/72, AC 19 T18 FF14, Saves Fort+9 Ref+8(evasion) Will+9 (+2 all enchant spell/effects), Init +4, Acro+17, Percep+10, Climb+10, SenseMotive +8, Heal+3, Ki 5/5 Monk/8

Sorry have not said to much. Been rather busy and work stuff just has had me exhausted. Days been off barely been home either.


Race Half Orc Skald 8(Spell Warrior) | HP 51/51 DR 5 /AC 20 | T 13| FF 19| CMB+8 | CMD 21 | FORT +8 | REF +5 | WILL +8 | INIT +2 | Perception +11| Conc +14 | Stealth +2 | Bluff +10| Sense Motive +16 | Diplomacy +18 | Spellcraft +12/ intimidate +20 Spell points 18/36
spells active:
prestidigitation, haste, good hope, reduce person

When did people become cannibals? We weren't at the start, as I remember. Because if the orc tribe isn't (which was kind of the original idea) you guys are being a bit strange. Wolf tooth like slaves, not extra snacks. There's plenty of dire boar and bear and rabbit and deer to eat. Ogres and hill giants (goblins but not hobgoblins) are cannibals, it is why they are despised (and they smell bad and are stupid, sorry runt you are the exception)

Of course if it is different, ignore me. I'll just retreat into denial.

:)


Male Hobgoblin Samurai/8 || HP 71/71 | AC 13 DR 7/magic or large | T 13 | FF 10 | Fort 9 | Ref 6 | Will 2 | Init 4 | Per +5

Yeah, Anol never intended to eat humanoid. I guess I missed that bit...

Silver Crusade

Spells Active:
Orc Scarred Witch Doctor 6 | HP 10/10 | AC 13(17) | T 12(16) | FF 10(14) | Fort 10 I Ref 2 | Will 7(+2 Saves vs Spells with the pain descriptor) | Init 1 | Move 30
Skills:

I AM NOT a cannibal, I am eating humans and dwarves 8>}

I cant speak for anyone else but I had planned on taking the cook people hex at 10th.

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