Fell Kingdom (PF1 Kingmaker)

Game Master karlprosek

Kingdom and former adventure background
Varnhold Pass | Fort Varn
Combat map


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M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:33/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

What's the mission again?

Kill them? Or just stop the killings?


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6

Page 10, I added a summary, but OOC comment by the DM (even if the king never said so) is that this is the mission

Basdemar remains quiet for the conversation, but as the group starts leaving he looks at Daymar.
"Shouldn't we..."

Shrugging, he bows to the fey king, he speaks
"We go forth, to resolve your woes,
We kill the drakes, your foes,
We bring the names of the people who helped you stave off the drakes
You make right with humans, weregild payment to leaven the stakes."


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6

@karlprosek, did you account for it being flat-footed? Not that I expect much from not having dexterity to AC, but one can hope :)

Also, add boar shred damage (hit by claw and bite which are both my unarmed attacks) and if it is flat-footed 2 per attack from kobold fighter favorite class levels.

Damage should be 18 + 7 (and +4 if flat-footed)

Also, ouch!


Yep, that was flat footed.

Dmg noted, thanks.


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6

I may have an error in char stats, I need to check after work if I forgot something from the book.

I cannot get +14 to hit
+5 bab
+5 dex
+1 small size
+1 weapon focus
+1 weapon training

It may have something to do with the race.
I may have added advanced weapon training as if it adds +1 or it remained from earlier since there was fighter 6 version :(
I'll check the build on the personal computer in the evening (7 or 8 hours from now).

AWT (Weapon specialist) adds weapon focus to all natural and unarmed attacks.

Anyhow, modifiers should be +13 to all primary attacks (claw, claw, bite) and +8 (primary -5) to secondary (tail) unless as I said I forgot something


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6

Sorry about the death description, I went with (moderate damage = 25), I did well over that so...but you're right, I shouldn't assume such things


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

I’ll be out of town this weekend at an SCA event. If needed kellen will close with bas and cast csw from memory.


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6

Thanks for the healing!
I'm back home - what can I do on my turn (beside running away? :) )


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6

@Sir Alfric, this is from the round just before the blast:

Basdemar wrote:

...snip...

He moves into cover looking for a place to shoot the drake more easily with his bow.

So maybe Sir Alfric avoided the blast simply because Bas moved befor the drake blasted him?


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6

Info for everyone: I like Basdemar and the way of reckless attacking and soloing will make sure he doesn't live long. Thus, I will say this experience (right after the giants) opened his eyes and he will be more of a team player and less sure of his invulnerability - up to now, he was a teenager playing at being a warrior. Now, he is a wary veteran :p


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6

So, it seems we go to the fort?


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

I’m headed to an SCA event for the weekend so I’ll be offline


M
Daymar:
Wizard (Diviner – Foresight School) 6 HPs:33/40, AC:13/17*|13|10/14*, Fort+4, Ref+6, Will+7 (+2 vs Enchantments), Per:+12(14) Init:+10, CMD:15, Prescience: 9/9

When it comes to perception checks, apparently, we're just ordinary, average guys...


Male Human (Kellid) Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks

Hi all, I'm headed out of town to Pennsic for the week so feel free to bot as needed!


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6

I'm getting back from vacation on Sunday


Sorry this week has been unexpectedly heavy at work. I'm planning on posting tomorrow.


Levn:
half-elf investigator (empiricist) 6 HPs:13/39, AC:19*|13*|16*, Fort+4, Ref+8*, Will+6 (+2 illusions, insp for +11) - Per:+13 (+3 traps) Init:+3, CMD:18 (*+2 traps)

Levn will signal the others to come up. I'll post tomorrow, if no one else does by then.


Tripping a flying opponent rules, just for my own reference. Ace Trip.


Levn:
half-elf investigator (empiricist) 6 HPs:13/39, AC:19*|13*|16*, Fort+4, Ref+8*, Will+6 (+2 illusions, insp for +11) - Per:+13 (+3 traps) Init:+3, CMD:18 (*+2 traps)

A bit sick at the moment, sorry! But you have free rein to roll for Levn if you like. He'll try to get the barghest off Bas, whether by attack or maneuver.


Levn:
half-elf investigator (empiricist) 6 HPs:13/39, AC:19*|13*|16*, Fort+4, Ref+8*, Will+6 (+2 illusions, insp for +11) - Per:+13 (+3 traps) Init:+3, CMD:18 (*+2 traps)

I'll post tomorrow, but if that's too late, you can assume Levn will go in and try to get in a flanking position with one of the others.


Male Koldemar Fighter 5/Master of many styles 1 HP 54/64, AC 24, T 18, FF 18; Fort 9, Ref 8, Will 5; Perception +9, initiative +6

2 minutes equals 2 stamina, but "while resting" - we weren't resting, so I wouldn't say it neccessarily means Bas recovered anything...

(as you can see, I re-read the rules) :)
Quote: You regains stamina points by resting for short periods of time. ... ... but you can't exert yourself... you stop regaining stamina points if you enter combat

I would say no 2d6 extra damage...but if DM rules he DID recover, than by all means, use it.

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