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Augrim Whyrwharf's page
109 posts. Alias of Nazard.
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Is this game fading away? We haven't had much movement in the past while. Maybe it's a summer lull?
"I'm sure they'll mind it. I just don't care."
"I'm sure they fought well and bravely," Augrim says to the Pathfinder, genuinely attempting to console her. "Well, we can't kill these brigands now, seeing as we've disarmed and disarmoured them. But we certainly can't let them go. Perhaps we should just beat them unconscious and leave them tied up while we search this place, complete the Pathfinders' original mission?"
He flips his axe around so he's holding out the haft instead of the blade.
"You heard the lady. Answer her!"
Augrim's throaty growl fades away as the trio start disarming. By the time they're done, it's almost a whine.
"You're supposed to scare them until they wet themselves, not give up without a fight!" he berates Charles. "How am I supposed to rip their guts out for garters now?"
He stomps over to take the unconscious Pathfinder, giving the guy holding her a growl, fakes like he's going to bite the guy, and carries the woman away to the side where he casts a healing spell on her.
Intimidate: 1d20 + 14 ⇒ (6) + 14 = 20
Healing: 1d8 + 5 ⇒ (1) + 5 = 6
Jeroph Klein wrote: charles is making the intimidate check. I'm just trying to compound it with Dirge of Doom. Actually, I don't see that Dirge of Doom allows a save on the SRD. I figured fascinate wouldn't work since there is already a knife to a throat. Eitherway if Charles is successful, I'll make sure to keep the riff raff shaken. Either way, Augrim helps the Intimidate effort.
Augrim just stands there, gripping his war axe. A low, wordless growl emanates from his throat.
Aid another to Jeroph's Intimidate; he can't fail, so another +2 to that 41.
"In any event, you'll no doubt want to get your injured servant to safety as quickly as possible. Allow me to take a look at her injuries, so that I may heal them."
Bluff: 1d20 - 2 ⇒ (12) - 2 = 10
Without waiting for a response or permission, he starts approaching the 'servant'.
Sense Motive to see if this story seems plausible. 1d20 + 18 ⇒ (12) + 18 = 30
"I see," Augrim replies. "There were no zombie guardians when we arrived, and nothing disturbed your camels. Nor were there any tracks to indicated a horde of zombies. Were these zombies flying?" A hint of sarcasm touches his last question and his hands unconsciously tighten on his war axe.
What does it say about a man who has a -2 penalty to tell a lie, but a +18 bonus to discern one? I guess he's just a really good judge of character?
Augrim mutters some curse that Jeroph barely overhears and it doesn't sound friendly. He moves forward, slightly threatening, and adds, "Yeah? Are you the Aspis Consortium folks we've been looking for, or some of those Pathfinder scum with the wretched camels?"
His healthy Bluff check: 1d20 - 2 ⇒ (3) - 2 = 1
Augrim motions for Jeraph to come down from over the door (once the men's swords are sheathed) and whispers to him, "Are you the Aspis Consortium folk we've been looking for, or some of those Pathfinder scum with the wretched camels?"
He then makes a knowing gesture towards the freed folk.
Augrim will cast weapon of awe on his axe before moving back into position near the door and indicating that he's ready.
Scipion del Ferro wrote: Just curious, have any of you guys played this scenario before? I love knowing that people have no idea what to expect. First time for me.
"What do you think I've been doing?" Augrim growls back at a whisper.
Augrim moves out of view of the holes and motions to any individuals who have not yet spoken to hide themselves. If necessary, he moves away from the doors to whisper, "Let's cloak our true numbers if we can."
I assume he's seen nothing of interest down either of the darkened hallways?
Augrim moves away from the double doors and whispers to the others, "Possible trouble behind those doors. We've been seen."
Augrim quickly slips into the room, scanning for tracks in the dust as he moves. He circles the altar, peering down the corridors, before pressing his ear to the double doors.
Survival to look for tracks: 1d20 + 19 ⇒ (9) + 19 = 28
perception to listen at the doors: 1d20 + 15 ⇒ (16) + 15 = 31
Augrim also supports the quick check inside idea. They might even find a defensible position inside.
Augrim will join in the look for ambush party. If it becomes clear that there is no immediate danger here, he'll unstrap his shield, cast create water in it, and offer the camels a good drink. He gets a bit touchy and responds with a defensively barked, "WHAT!??" if anybody so much as looks in his direction.
Augrim is good with pressing on. He can always douse people with create water downpours of they start getting hot. It might be a smelly trip, but they should get there without heat stroke.
If anybody is still needing lots of healing, Augrim has a wand of cure light also.
1d8 + 1 ⇒ (3) + 1 = 4
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (8) + 1 = 9
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (3) + 1 = 4
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (1) + 1 = 2
1d8 + 1 ⇒ (8) + 1 = 9
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (5) + 1 = 6
1d8 + 1 ⇒ (2) + 1 = 3
1d8 + 1 ⇒ (7) + 1 = 8
1d8 + 1 ⇒ (5) + 1 = 6
Just let me know how many of those were necessary to get everybody back up to full and I'll tick off that many charges. First come, first served.
Augrim goes around, huffing, puffing, and panting in exhaustion, and putting dying scorpions out of their misery.
"Now that's the adventuring life, three days of boredom, and twenty seconds of pure excitement! Good fight! Good fight! Whewwww!!!"
Your list says S6 is unharmed, but the map shows it dead.
Augrim charges S8, roaring a dwarven battle cry and practically leaping through the air at the thing.
Acrobatics: 1d20 + 1 - 3 ⇒ (12) + 1 - 3 = 10
Charging raging power attacking attack roll: 1d20 + 15 + 2 + 1 + 5 ⇒ (10) + 15 + 2 + 1 + 5 = 33
Damage: 1d10 + 18 + 2 + 1 ⇒ (4) + 18 + 2 + 1 = 25
14 rounds of rage left
Augrim moves to S13 and attacks S6.
Augrim's waits for C
alla, shouting out, "Calla, they're surrounding you. Move a bit to your right."
He readies an attack for when Calla gets into a flank.
Attack: 1d20 + 15 + 3 + 2 + 4 ⇒ (14) + 15 + 3 + 2 + 4 = 38
Damage: 1d10 + 18 + 2 + 1 + 1 ⇒ (4) + 18 + 2 + 1 + 1 = 26
If he's left with no opponents in reach after that first attack, he'll move towards Calla to give her a hand. Not sure how many hp these beasties have.
Augrim also likes flanks, not because of any extra damage, but he gets a much higher flanking bonus to hit than normal. He also likes to be next to allies in case they get an attack of opportunity against something he's threatening.
Basically he likes to gang up and surround one baddie at a time. He's a bully.
In this current situation, though, he realizes that they need to reduce the enemy numbers quickly, so it's go wherever the damaged ones are.
If S4 is still up, Augrim starts there, then redirects at S5, otherwise full out on S5.
He switches his healing judgement for justice (attack). He also enters rage and power attacks. +27hp, +3 fort, +2 will, -2 AC; 16 rounds remaining
Attack 1: 1d20 + 15 + 5 ⇒ (2) + 15 + 5 = 22
Damage 1: 1d10 + 18 + 2 + 1 ⇒ (2) + 18 + 2 + 1 = 23
Attack 2: 1d20 + 10 + 5 ⇒ (16) + 10 + 5 = 31
Damage 2: 1d10 + 18 + 2 + 1 ⇒ (10) + 18 + 2 + 1 = 31
Hasted Attack: 1d20 + 15 + 5 ⇒ (20) + 15 + 5 = 40
Hasted Damage: 1d10 + 18 + 2 + 1 ⇒ (1) + 18 + 2 + 1 = 22
Hasted Confirm: 1d20 + 15 + 5 ⇒ (5) + 15 + 5 = 25
Hasted Damage: 2d10 + 18 + 18 + 2 + 2 + 1 + 1 + 22 ⇒ (1, 6) + 18 + 18 + 2 + 2 + 1 + 1 + 22 = 71 total
He finishes with a 5-foot step to V8.
He laughs with delight as his axe finds vermin flesh.
Augrim activates a judgement, choosing protection and healing. Then he dismounts and moves to W7, drawing his waraxe on the way.
Augrim casts the spell again, and it begins to rain on Calla.
"A little rain for that hot wind?"
"Bugger me, it's bloody hot!" Augrim exclaims during the day's ride. "Why would any sane folks choose to live in a hell-hole country like this?"
He casts a spell, and a pile of water materializes over his head, drenching him and his steed. "Anybody else want one?"
Augrim grunts his agreement with Calla. "Bah! I always do mean to read one of those things one of these days."
He levers himself to his feet with his oversized battle axe and swaggers to the door.
The dwarf looks up at Jeroph and shrugs. "Your visage looks fine to me. Could use a bit more hair, but to each his own."
"Bah! Digits can be regenerated!"
Augrim takes his scroll and carelessly shoves it into a pocket of his grimy cloak.

Calumny Tas'Vere wrote: Hmm, I think Paired Opportunist is likely to work better, since neither of us has acrobatics to easily try to flank someone, but I'm willing to give either a shot. If we do that, I'd debate taking combat reflexes to increase the number of AOOs I can make.
However, as an inquisitor, don't you automatically treat your allies as if they had the feat for your purposes? IIRC, you don't actually need me to have it for you to use it.
Quote:
Solo Tactics (Ex): At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Can I take weapon focus: touch? The feat mentions unarmed attack and ray attack, but I wasn't sure touch was a legal choice...
(Calla's coming together, though she'll still take a bit longer and I've got to grab a shower and head to work. You're welcome to check out what's done so far. I know I still need a trait, a couple feats, gear and her prepared spells, but I think she should be good beyond that. I've assumed I could buy additional spells for her spellbook as if I were buying scrolls of the appropriate level.)
Augrim gets two free teamwork feats, and other than look out or duck and cover, none of the others are very useful given his combat style, and I'd rather the outflank than either of those.
Scipion del Ferro wrote: You can't use the two together. Outflank requires you to be flanking in order to provoke the AoO from scoring a critical hit. Paired Opportunist requires you to be adjacent with your ally (side-by-side). It's doable if you add in Gang Up, but that's a lot of feats. Ah, you are correct. Now if you had a third party member with Paired Opportunist who could stand kitty corner to the two PCs with Outflank...
Calumny Tas'Vere wrote: I might be willing to try one of the teamwork feats. I'm just starting to get the character together now and will probably do the bulk of the work tomorrow/Monday, as I'm away from my home computer and using my friends' is tough. Not to mention their kids waking me up at 6 a.m. the last two days.
The Outflank/Paired Opportunist combination is nice, because if we both threaten a baddie and one of us crits, we each get attacks of opportunity for free. (one person crits which provokes from the other, which then provokes from the original critter).
A dwarven inquisitor and elven magus would make an odd, if interesting, pair to have worked and trained together before.

Scipion del Ferro wrote: Augrim,
The math on your stats looks good. I'm not sure how you are wielding a heavy shield and a greataxe at the same time though. Do you mean a dwarven waraxe, that's one-handed? Or are you planning on swapping between shield/dagger and greataxe?
I would go straight inquisitor with the anger inquisition, but to each their own. Using the rage subdomain is legit. Keep in mind you stack inquisitor and barbarian levels, so you can actually rage for 25 rounds per day.
Will you do me a favor and note how much HP you have while raging, 133
I think your HP is short normally as well.
1d12 (12) + 8d8 (40) + CON (45) + Toughness (9) = 106
I'm not sure where you got that 5 marked in there from? If your favored class bonus is going into HP there would be 8 more.
Actually it says the rounds of raging stack with barbarian rounds, so 4 plus 5 from con plus 8 from inquisitor is 17.
I forgot to add the extra 9 hp from Toughness. The 5 is from the con bonus to the barbarian level.
I had battle-ax/shield and great axe combos on the go, and didn't nix the great axe in the end. Forgot about dwarven waraxe though. Will have a look.
As for that Anger archetype, it would mean a lower bab, lower saves, no fast movement, 7 rounds of rage instead of 17, and fewer hp, just to lose my domain and gain one extra attack per day, not to mention losing the cool flavor of a hotheaded brute who learned to channel his anger to the service of gorum.
GM, care to check my work. Augrim is updated to be a Barbarian 1/Inquisitor 8 with the Rage subdomain.
Anybody interested in the Outflank or Paired Opportunist teamwork feats?
I'll definitely retool Augrim to start with one level of barbarian to represent his violent temper, then eight levels of inquisitor to represent his "taming".
Also submitting an inquisitor, as seen in the profile. Not so much a face inquisitor as a slice you into sixteen pieces inquisitor, rooting out evil and cowardice (the two are kind of equal to Augrim) everywhere. He was made for a failed Second Darkness game; I may multiclass him with a bit of barbarian in putting him to ninth level.
Oh my, this game went completely off my radar. Apologies all.
Augrim will step into the room and swing with his axe.
Attack: 1d20 + 3 ⇒ (1) + 3 = 4; damage: 1d8 + 3 ⇒ (2) + 3 = 5
I've been back since the evening of the first. I didn't realize you were waiting for me. Sorry.
Hi, folks. I might be out of commission for a bit. Currently sitting in labour and delivery room while my wife sleeps, so can post for now, but will probably have my head ripped off if I try it a few hours from now.
Augrim ducks out of the room and makes to bull rush this new guy 'B' back a square.
Bullrush: 1d20 + 3 ⇒ (20) + 3 = 23
Edit: Wait, I mean he yells to Jawn to move aside and then charges the guy and sinks his axe into his...oh never mind.
Assuming that's good enough to move the guy back five feet, he follows and ends up in the B's current square, F10.
Initiative: 1d20 + 0 ⇒ (4) + 0 = 4
Augrim steps forward to get in on the action and protect the squishy people from the large scorpions.
Attack: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
EDIT: Wow! What an amazing pile of fail, there.
Strength: 1d20 + 3 ⇒ (9) + 3 = 12
Strength: 1d20 + 3 ⇒ (4) + 3 = 7
Strength: 1d20 + 3 ⇒ (17) + 3 = 20
Strength: 1d20 + 3 ⇒ (14) + 3 = 17
Strength: 1d20 + 3 ⇒ (18) + 3 = 21
Strength: 1d20 + 3 ⇒ (11) + 3 = 14
Well, Augrim kind of has to be in H10 to kick down the door, but then he can take a 5-foot step to I10 as part of the surprise round action, allowing Jawm to take a 5-foot step from G10 and cast his colour spray. Then, the others can rush into the room as their surprise round actions.
How does that sound?
Sounds like a plan! Augrim's got his door-kicking boots ready to go.
Augrim points out the cleared rooms and then motions to "area 13". "I heard yelling in there. Let's hit the room hard."
"Let's get Jawn up here. He's missing all the fun, then take down the guys yelling in there."
He hoofs it quickly down the stairs and around the side to flag down Jawn and get him to join up.
Augrim puts a finger on his lips to the others, and quietly steps up to the edge of the corner and quickly pokes his head around to catch a glimpse of whomever made that noise.
Stealth: 1d20 + 4 - 5 ⇒ (19) + 4 - 5 = 18
Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Sorry, I thought the guy that knocked down Arianna and avoided all those attacks of opportunity made a clean get-away. He's still grumpy about only taking down one bad guy, though.
"All his secrets, eh?" Augrim says, eyeing the door. "Any booby-traps on it?"
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