Berserker Cannibal

Ghanrik Earthshield's page

56 posts. Alias of Saint Abel.


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Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

In


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

Still here btw, just been quiet... it just seemed there for awhile with a big group was hard to find a spot into it. But, I have kept up with it, just stayed quiet.


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

"Let me help ye out Durgen. Ah, well you see this means....I think..no..wait..bah!" Ghanrik says.

Lingustics Ignan: 1d20 + 3 ⇒ (9) + 3 = 12
Lingustics Celestial: 1d20 + 3 ⇒ (6) + 3 = 9
Lingustics Ancient Language 2: 1d20 + 3 ⇒ (7) + 3 = 10

sorry lol


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

Durgen knows Common, Dwarf, Aklo, Elven, Gnome, Goblin, Giant, Gnoll, Orc, Terran, Undercommon and has a +13 linguistics

Ignan
Abyssal
Draconic
Celestial
Auran
Sylvan
Infernal
and the two ancient languages need the rolls.


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

ready as well.


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

I was given Nar's items, which was armor, shield, cloak, waraxe(all +1s), and wand of cure light wounds, I'm good. Only thing if no one needs it is the headband of charisma. I'll get another channel a day from it and my diplomacy and stuff will go up.


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

updated, did we lose our -2 con damage as well? if so would we have healed up our hp since we travelled so long too.


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

I'd like to take Khazad's armor, that way I at least have some armor on.


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

Kip has the falchion, take the battleaxe


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

fine take the axe, ill stay weaponless and armorless


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

I'm going to take the battleaxe the gnolls gave us, that way I have at least something to fight with, armor will come later.

are we going to let boog-boog keep the crossbow? I think it'd be wise to keep friendships with them after this ordeal


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

You could be the gnoll rogue that you were attacking, he's a prince!

Ghanrik rushes in to see how mortal the blow was and if the gnoll may be saved.

Heal: 1d20 + 7 ⇒ (13) + 7 = 20

If the gnoll can be saved Ghanrik tries to bandage the gnoll up in order to save him.

I will take the axe to destroy it, unless someone objects or goes after it first. With my high will and being a cleric maybe I can get us out of this.

EDIT: I'm also going to check on the gnoll who was attacked.


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

Ghanrik watches as the gnoll struggles with the axe. He then says "If he can't handle it to get rid of it, Magrim may help me take it over there."

I have a +8 to Will


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

With the -2CON and at 20% health, my hp should be 9/45 currently, how do we heal the -2CON, rest?

CLW:

1d8 + 1 ⇒ (3) + 1 = 4
1d8 + 1 ⇒ (3) + 1 = 4
1d8 + 1 ⇒ (4) + 1 = 5
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (4) + 1 = 5
1d8 + 1 ⇒ (4) + 1 = 5
8 charges, to be at 42/45, when I get my con back it'll be 42/50


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

I see that Nar is still up and running. Hon's body is missing with most his stuff and only bodies to get things to fight with off of are Kibibblepep (and Hon took some things off him, though they left some scrolls) and Khazad.

We have 4 new dwarves and a gnoll (which the gnoll started with some equipment). And we got 2 weapons from Boog-Boog.

We need a bit to prepare for chasing after yetis.

Or did that one dwarf barth bail? or is he still in the group?


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

"All I know is that it is not wise to disrespect the Gods.." Ghanrik says in dwarven and then follows in common after a brief pause and sigh.. "Prince Booglipstin II, is there any other alternative then to give up precious dwarven artifacts?"

Diplomacy: 1d20 + 6 ⇒ (16) + 6 = 22

Ghanrik tells the party in dwarven "I do not think its wise to chase after the yetis, we have lost a lot of dwarves already. I'll pray to Magrim to make sure his soul has been received. I know that emotions may get the better of us and that we want to go after a comrade, but we are weak at the moment. We need weapons, armor, and to rest to get the blessing of spells again. We need to fix things with the gnolls and see if we can borrow or buy armor or weapons from them if you want to pursue. Although, I think its best to continue whatever mission you were on and then head on home."


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

I posted before about taking Nar's gear as the previous cleric, unless he's not dead.

+1 Dwarven Waraxe
+1 Full Plate
+1 Cloak of Resistance with black owl clasp
+1 Heavy Steel Shield
wand of cure light wounds - 49


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

I guess I didn't even get to sit then lol. or no effect.


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

I'm not sure the best method to loot off the dead and it be fair lol. The veteran's should get pick first imo, but that's me. Should we tally what we got and try to even it from there? It doesn't matter much to me. I just want some armor, a shield, and an waraxe to attack my enemies with.


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

Ghanrik sits on the throne when its his turn as instructed.

1d20 ⇒ 7


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

Ghanrik can only stay quiet and bow in the presence of Magrim, when spoken to he simply nods in agreement. When everyone is settled and gathered Ghanrik says "We'll lads, ladies... its good to be alive and even better to be free!"

pauses then continues

"Who is the leader of this group? You have my aid in the divine arts blessed 'ere by Magrim himself!"

pauses again briefly looks around a second then continues

"I could really go for a mug of ale right now.... speaking of mugs, ye wouldn't by chance come across a magical one in that giant hoarde.. one that always keeps ye ale cold... that be the only thing I ever smithy'd proper."


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

cool, I got another skill point I need to add then :D.


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

Nar, I'm not sure I hope maybe the giants kept some our stuff. I had a evercooling mug I crafted that's special too me :P. I also have a foreign currency gold coin I keep in my shoe.


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

There are a 5 characters and only 4 I believe characters to scavenge from.

new- Nar's new toon, me, barth, gralk, hon's new toon
old-kib, nar, kaz, hon

PCs not be changed are Gallak, Kragg, Joan which get first pick because we are new ppl.

At any rate, I'd wishlist Nar's Items since he was the previous cleric

+1 Dwarven Waraxe
+1 Full Plate
+1 Cloak of Resistance with black owl clasp
+1 Heavy Steel Shield
wand of cure light wounds - 49


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

actually the maul was sold long ago.

Spade of Excavation was stolen

I wonder if we can buy both the staff and maul back?


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

Gnomes; A gnome makes a good sorcerer, wizard would be good too.

right now we have

Dwarf Fighter 1/Cleric 4 (war cleric): Me
Dwarf Fighter 1/Wizard 4 (transmuter, going Eldritch Knight): Barth
Dwarf Bard 3/Barbarian 2 (raging bagpipe player, soon to be dragon disciple): Gallak
Dwarf Ranger 4/Rogue 1 (the guy in charge): Kragg
Gnoll Barbarian 5 (raging biting heckler): Gralk
Human Ranger 4(5? or something else): Joan

So we have a lot of melee heavy but a few of them can swap back and forth.

Don't know if hon is making a gnoll ranger, dwarf fighter, or will be the gnoll leader.

If you go dwarf, you could instead of familiar focus into a weapon and be a smith. Go universalist and you can throw said weapon at enemies. or even be human I suppose.

Dwarf, Gnome, Gnoll, Human are are choices I believe. Gnolls with their negative to int would make poor wizards.

Edit: You could even go this

Abjurer:
Abjuration School

The abjurer uses magic against itself, and masters the art of defensive and warding magics.

Resistance (Ex): You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.

Protective Ward (Su): As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their AC. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Energy Absorption (Su): At 6th level, you gain an amount of energy absorption equal to 3 times your wizard level per day. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

Albino Dwarf Bard Barbarian Dragon Disciple.... wow just wow


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

lol no worries, im sitting here messing with characters. checking everyone else's and wishing pbp went faster cause ive been eager to get this one going. intimidating glare is a prereq for terrifying howl which can be taken at 8th lvl.

EDIT: after looking at it I see why, you have to use intimidating glare first as a move action to shake ppl up then terrifying howl to panick them.

EDIT 2:lol if you both have intimidating glare you can shake 4 enemies in a round and if gallak goes first he can get a 5th in then u a 6th as a move action your second round and panick 6 creatures after 2 rounds of combat.


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

Hey Gralk, ur missing 4 Favored class bonuses, looks like u took 1 for hp, you still have 4 more for either skills or hp. I was watching you update your character like a stalker cause I got nothing better to do then look at my team mates characters lol.

you should totally get Intimidating Glare, then Terrifying Howl as your next rage powers :P


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

Maybe to stay dwarfy and still pick up the gnoll leader rogue. Either Nar or Hon can be him.

Idk if Nar was going to make a dwarf wizard or not. Hon had an idea for a dwarf cavalier but since its core only he could make a dwarf fighter or a dwarf rogue that's Hon's long lost cousin or something lol. Or even a dwarven druid, cause why not?


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

1) yes
2) max 1st, half +1 after
3) 0, we are prisoners getting stuff outta the dead and current pcs
4) no clue on that one
5) no traits we get a bonus 1st lvl feat, we got to pick out of dwarven ones, idk if he has ideas for gnoll ones.


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

actually u can stay two-weapon fighting build and benefit for ur dwarven urgrosh and two throwing axes/hammers. you can throw two weapons each round. and take quick draw instead of far shot.. d'oh! lol been up many hours...


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

Being Magnum's Student you could rework your character to learn his style and throw weapons like crazy.

Switch from Battle Dwarf to normal so you don't take the hit in dex.

swap around something like this

STR 12 (2 PTS)
DEX 17 (13 PTS)
CON 12 (2 PTS)
INT 8 (-2 PTS)
WIS 10
CHA 10

add 4th lvl stat to dex, with your belt you end up with

STR 14
DEX 18
CON 14
INT 8
WIS 12
CHA 8

Change your style to ranged take point blank shot. Change power attack to deadly aim. and add far shot as your 5th lvl feat, may help with throwing your weapons further. Just an idea, maybe chainmail will let you do the same style as magnum and throw a ton of weapons.


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

the bard is going ranged as a previous post of Gallak said, paladin is fine lol. I'll defend the casters as a shield and can throw weapons or shoot acid darts from afar. be what you wanna be.

Gallk said: Ideally, Gallak would have an assortment of throwing axes, along with a shortbow and a massive Dwarven Axe. Unfortunately, he would NEVER give up using his father's heirloom axe, so that restricts him to the Greataxe short of modification.
However, soon the throwing axes will be his primary go-to, as he will gain claws and a bite.


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

Gnoll Barbarian would be neat :P

Edit:
We need another dwarf though so far we have

Me, Kragg II, Gallak, Barth

we have human Joan
and don't know about Nar's possible wizard / Hon and now Conner(who is human atm)


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

to make it a 16 with a 15pt. buy so I could exclude 3 enemies and be battle dwarf and able to cast all my spells as I get them as a cleric I'd have to start with a 15 Wisdom and add my point to it every 4 lvls.

STR 10 +2 Battle Dwarf
DEX 10 -2
CON 12 +2 (2 pts.)or swap this for STR
INT 7 (-4 pts.)
WIS 15 (7 pts.) +1 4th lvl
CHA 16 (10 pts.)

STR 12 or 14
DEX 8
CON 14 or 12
INT 7(yay a dumb cleric..)
WIS 16
CHA 16

that's the best I can min max it for that feat. But I don't want to play dumb and I want to be strong and stout not one or the other and I want to be able to cast my touch spells ok and be able to throw dwarven arrows or shoot a crossbow ok.

ps. sorry if I'm posting too much about a feat lol, but I had given thought about it before.


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

Its hard to get a high Cha to use selective channel unfortunately....

Selective Channeling:
Selective Channeling

You can choose whom to affect when you channel energy.

Prerequisite: Cha 13, channel energy class feature.

Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.

Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.

I only have a 12 Cha and could change one point away from wherever I added it at 4th lvl to get it to 13, even so that means I could take one person to target out of it... so quite useless unless you can have a high cha, cause even a 14 means I could take two opponents out. I get a -2Cha for being a dwarf though which makes it even harder. And yes I could've went battle dwarf but then my wisdom would be so low I could barely cast my cleric spells.. lol so I didn't get it, just have to heal 'em all when time comes and hope we get more healing out of it then them.


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

Was going more defensive with my guy, protecting the less armored and healing the ones who get damaged, I even took extra channel so i can channel 6x a day.


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

I have one lvl in fighter and plan on wearing plate. and using a tower shield and waraxe probably switch the tower shield with a hvy shield in different situations. Oh and got to have dwarven arrows(lt. hammers) :P.


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

but hon is awesome even if the dice gods and the other dwarves don't like him! :P


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

Escape Artist: 1d20 + 1 ⇒ (18) + 1 = 19

woohoo!

Ghanrik begins to free the other prisoners.


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

Maybe your next two will be double nat 20s? *crosses fingers*


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

More shouting comes from downstairs. "Please get us outta 'ere! I can provide ye healing to help ye kick them blasted giants arses!"

Mainly doing this so I can see the updates and be added to the campaign. Continue on! :P I've been cheering you all on since I got selected


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

I've read the entire adventure thus far.. and I must say loving the "Dwarven Diplomacy". Im surprised on how you've had to change party members so much, i guess ppl online are just as hard to keep as in rl for a group. Brask/Joan awesome! Hon is a great oddball character, will have to see how my dwarf thinks of him... after all my character is a little odd as well Ghanrik grew up with elves for a few years and secretly likes the elven ladies, travelled the world with my father...but convinced him to go back when I came of age to train and be as dwarf as a dwarf could get!


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

right on brother barth! I cant wait to feel an axe in my hand again and the taste of dwarven ale once more.


hello fellow prison mates, i'm sure we know each other well by now after 3 months.. I just hope my evercooling mug may be found :P.


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

on page 25 of the gameplay so far.. can't wait to be a part of it. :)


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

lol, come on now this isn't my character acting like that. I just thought a captive dwarf and no clue how long he has been captured is going to want some good ole ale. this is discussion thread. wanting me to try to die already?


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4

Oh no, I'm a captured dwarf. Please save me, I've not got to taste ale in awhile.


Defenses:
HP 50/50; AC 22, T 12, FF 21; F +10 (+2 vs poison,spell), R +4, W +9; Init +1; Per +3
Spells and Special Abilities:
channel(2d6, DC14) 7/7; SPD 3/3 1/D 2nd, 4/4 1/D 1st; SP 0:detect magic, guidance, resistance, stablize; SP 1: B 2/2, SoF 2/2; D:MW; SP 2: SO, RE 2/2, D:SW; SPA: ad 6/6, br 6/6
Tracked Items:
WoCLW 33/50
Male Dwarf Fighter 1 / Cleric 4
Hon Semparatus wrote:
I've got one suggestion. Fix the spelling of Fighter in your status bar. It is making my eye twitch. In my humble experience, twitchy-eyed rogues are untrustworthy...

Ya I noticed that awhile back and changed it.

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