DM Fflash's Giantslayer

Game Master DM Fflash

Chapter 3: The Forge of the Giant God
Janderhoff


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Socialist.

Sure.


Male Exiled Dwarf Barbarian (armored hulk) 6

Thanks, but I think I'm missing something. Mo is 720 xp ahead of Jugger, but joined the game after him? That's a pretty huge swing for individual bonus rewards.


Kam either cant add or used Quen as a baseline. Both possible options. Since he is willing to share you both can be at level 3 min and can have your barbarian XP kills race to level 4 from a clean starting point.

And to make it enticing, I'll add some incentive: winner gets a free 2nd level potion.

Toti and Roondar can have their own race (#of effective spells, kills, skill usage... your choice) with a pair of 2nd level scrolls as the payout.


Male Exiled Dwarf Barbarian (armored hulk) 6

Doing maths is apparently not our strong suit.

2000 - Jugger Starting XP for 2nd level
200 - Break up lynch mob
120 - Orcs outside burning house
280 - Rescue Sara and Astrid (80 bonus)
431 - Kagrak of the ROLLING THUNDER (26 bonus)
670 - "Rescuing" the merchant
1970 - 4 Waves of Doooom!
= 5,671

I don't know how I ended up almost 1k short on my previous tally.

Did Jugger get any kill bonuses from the last fight?


Male Exiled Dwarf Barbarian (armored hulk) 6

3rd Level HP: 1d5 + 7 ⇒ (5) + 7 = 12

Favored Class: +1 rage round

Skills: +1 Climb, Craft (armor), Survival

Feat: Improved Overrun

Barb: Resilience of Steel (+1 AC vs crit confirm rolls)


That is such a worthless special ability.


Male Horc 5th Level Bloodrager

I got him beat on worthless abilities...

Blood Sanctuary (Su)
At 3rd level, due to the power of his blood, a bloodrager can stand confidently amid the effects of spells cast by himself or his allies. He gains a +2 bonus on saving throws against spells that he or an ally casts.

Though with Toti...maybe this isn't worthless...

3rd Level HP - 1d6 + 4 + 2 ⇒ (5) + 4 + 2 = 11

Fav Class - Rage 1 Round

Skills

Know Local - 1
Perception - 1
Spellcraft - 1
UMD - 1

Feat - Cleave


Yeah, that sucks too.


M Oread 8th Level Druid, AC 18, touch 10, flat-footed 18 (+7 armor, +1 shield) hp 59 (8d8+8) Fort 6, Ref 4, Will 10; +4 vs. fey and plant-targeted effects Resist acid 5

Ok, decided to go with:

Feat: Weapon Focus (Scimitar)

+1 Heal
+1 Perception
+1 Sense Motive
+1 Survival

Fort = +3
Ref = +3
Will = +6

Level 0
Create Water, Detect Magic, Light, Read Magic

Level 1
x2 CLW, Magic Fang

Level 2
Barkskin, Sickening Entanglement

Winter gets:

Skills:
+1 perception
Feat:
Improved Natural Armor
New Trick:
Flank

AC 18, F15, T13
Hit_points: 1d5 + 3 ⇒ (2) + 3 = 5 New Total: 24

Fort: +5
Ref: +6
Will: +2


leveling hp to 3:
Level 3 HP: 1d5 + 3 ⇒ (3) + 3 = 6

skills updates:
- Knowledge, Arcana: +1
- Knowledge, Local: +1
- Knowledge, Religion: +1
- Perception: +7
- Perform (sing): +10
- Acrobatics: +8 (+12 to move through a threatened square or enemy's space)

feat:
Lingering Performance: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing.

special abilities:
Devastating Aria (Su): Diva can spend 1 round of bardic performance as a standard action to direct a burst of sonically charged words at a creature or object. This performance deals 1d4 points of damage + the diva’s level to an object, or half this damage to a living creature.

extra spells:
Level 1: Ear-piercing Scream - (Fort, DC 14)
Level 0: Daze


Roondar is short two skill points


Toti is short one skill point AND needs to pick a favored class bonus (HP, skill point, or extra 0-level spell known)


kk. stuff i missed.

extra skill: Knowledge, History +1

favored class: Bard (Chelish Diva)

extra 0-level spell known: Message


Male Exiled Dwarf Barbarian (armored hulk) 6

Put this on Jugger's profile page, along with a quick reference for attacks in case someone is botting him.

Quick Slots
2L Kneecapper, heavy steel shield
3M mwk light flail, heavy pick, handaxe
5S 2x clw potions, 2x alchemist's fire, 1x smokestick


Male Horc 5th Level Bloodrager

2L - Bardiche, 2nd Greatsword
3m - composite short bow +3, Javlins (how many can I hold?) mwk Battle axe
5s - CLW x2, Alch Fire x2, Anti-toxin x1


Quiver takes a medium spot. 20 arrows in a quiver. Javelin can replace 6 of them. Otherwise a javelin takes a whole medium spot.


Male Horc 5th Level Bloodrager

did any of the orcs have any quivers? I don't remember seeing any listed but is it just assumed if there are arrows there is a quiver?

if no quiver then I have nothing for my last med spot and that's fine, we can move on


Yeah, you can get a quiver off a militia member.


M Oread 8th Level Druid, AC 18, touch 10, flat-footed 18 (+7 armor, +1 shield) hp 59 (8d8+8) Fort 6, Ref 4, Will 10; +4 vs. fey and plant-targeted effects Resist acid 5

Roondar updated Skills, my mistake:

he has +1 in
Handle Animal
Heal
Knowledge Nature
Perception
Spellcraft
Survival


Sara Morninghawk CR 3
XP 800
Half-orc expert 2/fighter 2
NG Medium humanoid (human, orc)
Init -1; Senses Perception +5
--------------------
Defense
--------------------
AC 13, touch 9, flat-footed 13 (+4 armor, -1 Dex)
hp 33 (4 HD; 2d8+2d10+10)
Fort +5, Ref -1, Will +4 (+1 vs. fear); +2 racial bonus vs. [pain] spells and spell-like abilities
DR 1/lethal
--------------------
Offense
--------------------
Speed 30 ft.
Melee father’s forgehammer +6 (1d4+3) or
mwk dire flail +8 (1d8+4) or
unarmed strike +6 (1d3+3 nonlethal)
--------------------
Statistics
--------------------
Str 17, Dex 8, Con 14, Int 13, Wis 12, Cha 10
Base Atk +3; CMB +6; CMD 15
Feats Diehard, Endurance, Weapon Focus (dire flail), Weapon Versatility
Skills Climb +5, Craft (armor) +6, Craft (blacksmith) +6, Craft (weapons) +6, Intimidate +4, Knowledge (engineering) +5, Perception +5, Sense Motive +5, Stealth +1, Survival +5, Use Magic Device +4
Languages Common, Orc
SQ orc blood, pain tolerance[HA], smog sight[HA]
Combat Gear potion of resist fire 10; Other Gear lamellar (leather) armor[UC], father’s forgehammer, mwk dire flail
--------------------
Special Abilities
--------------------
Damage Reduction (1/lethal) You have Damage Reduction against non-lethal damage
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.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Pain Tolerance +2 to save vs. [pain] spells and spell-like abilities.
Smog Sight Double sight range in dense fog and smoke, ignore conceal if foe in 5 ft.
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (swift act.).


M Oread 8th Level Druid, AC 18, touch 10, flat-footed 18 (+7 armor, +1 shield) hp 59 (8d8+8) Fort 6, Ref 4, Will 10; +4 vs. fey and plant-targeted effects Resist acid 5

Quick Slots
Scimitar, Light Wooden shield
3M Spear, -, -
5S 2x clw potions, 1 Wand of CLW, 2x Scroll of CLW


quick slots for toti:

- shortbow
- siccatite dagger
- scroll cause fear
- scroll remove fear
- pot clw
- pot clw
- pot shield of faith
- potion of vanish
- thunderstone


Male Horc 5th Level Bloodrager

@Jugger - 1100 XP

Someone else wrote down the loot. There were several grenade type items and we decided as a group that Toti can't be trusted with them so if you need any let us know.

Oh...

And the reason we decided Toti doesn't need them is that one of the orc smanaged to get a grenade pretty much right in the middle of everyone, Jugger was going to grab it and throw it away from the party, very heroically I may add, but Toti called him off saying she was going to mage hand it away from us and to just attack, so Jugger being the trusting sort did just that.

Toti then mage-handed the grenade 5' farther away from herself to make sure she wouldn't get hit but not far enough away that Jugger wouldn't get hit and was pretty fine with how that turned out.

After the shouting, we made Toti not be a b*#$! and actually move it far enough away from anyone in the party.

The moral of the story is; Toti can't be trusted with anything that can hurt more than one person at a time.


All true. No exaggeration there.


M Oread 8th Level Druid, AC 18, touch 10, flat-footed 18 (+7 armor, +1 shield) hp 59 (8d8+8) Fort 6, Ref 4, Will 10; +4 vs. fey and plant-targeted effects Resist acid 5

Giant Lootz
Comp bows +3
1 grenade (unerring)
6 alch fire
5 smokes sticks
3 tangle
50 arrows
3 falchions
3 hide armor
3 flash powder
6 fuse grenades
2 pellet grenades
(1 cold iron & 1 adamantine)
Tangle burn bag


Male Exiled Dwarf Barbarian (armored hulk) 6

Jugger would like 2x smokesticks and 2x alch fire.

Any coin?


No coin

There are 3 of those composite short bows, btw


tike wrote:
All true. No exaggeration there.

um. no. there are definitely exaggerations.

she moved it from the circle, to the point of the arrow, so she could blow up the badguy. which is 10' further, and it's a 10' radius grenade.

i even snapped a handy image:
https://monosnap.com/file/vHfb7jpZZ6wQSVFGWWDA4N2K27G4Iy


Initially you moved it 5 feet. Ultimately you moved it elsewhere.

It was the cause of great laughter. Until tears. Truly.

Figure out the grenades so we can move on.

Right now the only actual claim difference is the adamantine grenade. Both Toti and Mo have claimed it.

Still need Roondar's claims


M Oread 8th Level Druid, AC 18, touch 10, flat-footed 18 (+7 armor, +1 shield) hp 59 (8d8+8) Fort 6, Ref 4, Will 10; +4 vs. fey and plant-targeted effects Resist acid 5

He'll just take one alchy fire, and one of the Tanglefoot bag thingys


Post level ups and Mark get the loot up for claims here.

Kam, post your level up info as well. I can't find whatever bloodline power you were using for the auto cast. Also, some of your math on the fly needs some work but with 19s and 20s in wouldn't have made a difference last session. I'll send you a Hero Lab update once I get all the info


Male Exiled Dwarf Barbarian (armored hulk) 6

What was the xp drop from the final fight?


Probably shouldve stayed on to get it


Male Exiled Dwarf Barbarian (armored hulk) 6

Probably


Dire wolves - 400
Flood troll - 150
Skreed - 200
Flood troll kill - 60
Acquire Agrimmosh - 400

Any successful knowledge or other non perception skill rolls? 150 each


Male Teifling Bladebound Magus 13 (AC 29 / Hp 127/ Init +7 / Fort +13 / Ref +14 / Will +13)

The rolls to ID the artifacts count? names if not the abilities at least


Nope. Those were trait abilities not skill checks.


M Oread 8th Level Druid, AC 18, touch 10, flat-footed 18 (+7 armor, +1 shield) hp 59 (8d8+8) Fort 6, Ref 4, Will 10; +4 vs. fey and plant-targeted effects Resist acid 5

Loot dump - Pardon spelling, I was typing as fast as I could:

Skele’s
Lg mst chain
Lg broke +1 spear
Lg suit mst half plate
Lg suit mst scalemail
2 Lg suit hide & leather
3 Lg great clubs
2 Lg warhammer
1 Lg Mst great ax
2 lg boar spear
1 lg weighted spear
1 lg butchering ax, mst
1 lf double spear
1 lg dire flail

End fight
2x acid
2x alchemist fire
2 venom
2 blood root
2 blue whinnis
2 liquid ice
1 oil of tagget
Tangle foot bag
1 thunder stones
Mst std leather
Mst cold iron falichon w/ poison
Dagger w/ dose poison
Lt xbow, w/ dose poison
Formula alembic book?
Tattoo magic – Change shape(on orcs body)
Magic locket (hair) tru love
alchemist craft kit?
Anti toxin
Book, Alchy recipe

Elg invis’sheild
stone fist
Mamers I CLW
Ext retreat
Elemental touch
Protection from arrows
Mst thief tools
Lab alchemy
Letter

Spire
Lg Armor artifact (usgraths)half plate +1 (giant hero)
Hammer artifacts (agriomgh) hammer of unmaking
(minderholl) +2 impact warhammer
Loots 1300gp
37 gp
Suit of med mst breatsplate
Mst splint mail
Human bane arrow
Adamantine xbow bolts
Orc double Ax
Heavy load belt
Scroll Phanstasmal killer
Scroll Tongues
Wand Inflict mod wounds 7ch
Dark igneous rock geode

300xp from Rats
400 xp for skele
400 xp wolfs
200 skreed
150 flood troll
80 roondar
60 todi
400 plot


Male Exiled Dwarf Barbarian (armored hulk) 6

Jugger is interested in the artifact armor and/or hammer. Y
The hammer is more in theme but am willing to compromise and not hog all the good loots (assuming the armor doesn't suck). He'll also take an acid and alch fire.

Recommend Mo grabs the cold iron falchion.

Anyone use a crossbow?


Male Exiled Dwarf Barbarian (armored hulk) 6

Level 4 - Barbarian

Hit Points: 1d5 + 7 ⇒ (4) + 7 = 11

FCB: +1 rage round/day

Ability: +1 Str

Rage Power: Strength Surge

Skills: +1 to climb, craft (armor), survival


Male Horc 5th Level Bloodrager

Level Up

1 - Bloodrager

HP rolled on live game +11

+1 Con

FCB +1 round rage

I 100% borked up the spell happens when I rage, that doesn't happen until greater rage at 11...sorry!

Bloodline Power -Abnormal Reach (Su) 5' reach

Spells known

Long Arms
Enlarge Person

Bonus Feat - Eschew Materials

Skills

Know Local +1
Perception +1
Spell Craft +1
UMD +1


Male Horc 5th Level Bloodrager

Mo is interested in the hammer for sure, mainly because he can't wear the amour without respecing into pretty much the exact same arch-type as Jugger


Dunno what Dave is rolling for HPs but a d12 uses d7+5 ...


Male Horc 5th Level Bloodrager

looks like he rolled a d5+7


sorta my point


M Oread 8th Level Druid, AC 18, touch 10, flat-footed 18 (+7 armor, +1 shield) hp 59 (8d8+8) Fort 6, Ref 4, Will 10; +4 vs. fey and plant-targeted effects Resist acid 5

Hit Points
HPs: 1d5 + 3 + 1 ⇒ (2) + 3 + 1 = 6 Total = 32

Skills: Acrobatics -1 , Climb +0 , Escape Artist -1 , Fly -1 , Handle Animal +8 , Heal +12 , Knowledge (Nature) +10 , Perception +10 , Ride -1 , Spellcraft +8 , Stealth -1 , Survival +15 , Swim +0

Fort:+4; Ref:+3; Will:+7
+4 vs. spell-like and supernatural abilities of fey and spells and effects that utilize and target plants.

Melee scimitar +5 (1d6+1/18-20)
Ranged sling +3 (1d4+1)
Melee spear (two handed) +4 ((two handed) 1d8+1/x3)
Ranged spear (thrown) +3 (1d8+1/x3)

Druid Spells Prepared (CL 4th, concentration +7):
2nd—barkskin, sickening entanglement(2) (DC 15)
1st—cure light wounds (2), magic fang, speak with animals
0 (at will)—create water, detect magic, light, read magic

Wild Shape (Su) You can change shape 1 time / day for up to 4 hours.

He'd like to get the Masterwork Studded Leather, and 1 alchemist Fire, the one Venom, and a tanglewood bag. Everything else is sellable to me.


M Oread 8th Level Druid, AC 18, touch 10, flat-footed 18 (+7 armor, +1 shield) hp 59 (8d8+8) Fort 6, Ref 4, Will 10; +4 vs. fey and plant-targeted effects Resist acid 5

Winter Level up

HP: 1d5 + 3 + 3 ⇒ (5) + 3 + 3 = 11 total 39

+2 Perception

Feat: Weapon Focus: Bite
Trick: Flank

+1 Con

Evasion


Male Horc 5th Level Bloodrager

Should look to retrain some tricks, not sure what the rules are


Male Exiled Dwarf Barbarian (armored hulk) 6
DM Fflash wrote:
Dunno what Dave is rolling for HPs but a d12 uses d7+5 ...

That's what I thought we were doing, not 1d12, right?


You reversed it with your dyslexia

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