Corsair

Bangkha's page

125 posts. Alias of Sai Ling.


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Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Assuming Bangkha is alive enough to drink the potion....

1d8 + 1 ⇒ (3) + 1 = 4

-3 hps, but stabilized, at least.


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Mostly dead.


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Wait what me?

I think I'm dead, tell you the truth.


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

"Love to," Bangkha replies to the helpful suggestion. 10,000 cutlasses, and nary a scimitar to be seen.


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Bangkha bashes at the creature whose hooked tentacles have lashed at him.

attack: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d6 + 6 ⇒ (4) + 6 = 10

Cat rakes and bites at the monster, snarling fearfully.

bite: 1d20 + 8 ⇒ (15) + 8 = 23
damage: 1d4 + 1 ⇒ (2) + 1 = 3

claw: 1d20 + 8 ⇒ (11) + 8 = 19
damage: 1d2 + 1 ⇒ (1) + 1 = 2

claw: 1d20 + 8 ⇒ (14) + 8 = 22
damage: 1d2 + 1 ⇒ (2) + 1 = 3


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

1d20 + 8 ⇒ (2) + 8 = 10

Bangkha helps finish off the lacedons and looks around him.

"Best we go on, yes?"


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Bangkha looks under the water to see what the others are looking at.

He pops his head up and takes a breath of air.

"Kill them, or swim over?"


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Cat yowls in pain as the spear rakes her flank, and then tears into the creature that attacked her.

bite: 1d20 + 9 ⇒ (18) + 9 = 27 damage: 1d4 + 1 ⇒ (1) + 1 = 2
claw: 1d20 + 9 ⇒ (11) + 9 = 20 damage: 1d2 + 1 ⇒ (1) + 1 = 2
claw: 1d20 + 9 ⇒ (14) + 9 = 23 damage: 1d2 + 1 ⇒ (1) + 1 = 2

Bangkha hears her scream and attacks the creature beside him furiously.

attack: 1d20 + 6 ⇒ (4) + 6 = 10 damage: 1d6 + 6 ⇒ (5) + 6 = 11


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

I should have specified, Bangkha would be attacking #4


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Bangkha snarls at the creatures swarming at him, and attempts to bludgeon one with his club, as cat swims over the hooks to sink her teeth into another.

bangkha: 1d20 + 3 ⇒ (17) + 3 = 20 damage: 1d6 + 6 ⇒ (5) + 6 = 11 5 pts
Cat (swim check): 1d20 + 5 ⇒ (12) + 5 = 17
Cat: 1d20 + 8 ⇒ (12) + 8 = 20 damage: 1d4 + 1 ⇒ (2) + 1 = 3


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Bangkha smiles and swims around the edge of the room.

Any way further in?


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Bangkha points out the hooks and swims over them carefully.


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Bangkha sputters a bit, but when his head finally comes above water, he points Southeast. "That way should lead into the island. The other probably flows to the sea. Tide's coming in."

Did we opt to sleep before we came down here?


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Swimb: 1d20 + 2 ⇒ (13) + 2 = 15
Swimc: 1d20 + 5 ⇒ (16) + 5 = 21

Bangkha and cat swim to the surface, and Bangkha lets loose a flood of orcish words that sound an awful lot like a curse aimed at the gods and devils and every being that has ever lived.

When he finishes, he looks around him.

We were pretty much at the island's shoreline, so which tunnel leads more towards the ocean, and which more towards the interior?


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Takes a h... of a long time to drown. We'll surface before then.


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Bangkha and Cat mutter a bit before jumping off the edge of the cliff and splashing into the water.

swimB: 1d20 + 2 ⇒ (7) + 2 = 9
swimC: 1d20 + 5 ⇒ (1) + 5 = 6

Neither of them seem to be in any hurry to surface.


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Chumtooth, we have a deal... but I'm not going into the hut with the flies to swap, so anyone shy about seeing a half-orc in his undies better look away.


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Pity, I don't think I can wear studded leather. Seven tables in how many days, you poor, mad shark?


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Bangkha does a quick calculation of the tides based on the cycles of the moon and decides it will be best to set out after a night's rest to recover spells.

"If we want to get there at low tide, that is," he growls.


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Bangkha grabs the armor and a spear and storms out of the hut.

"Burn it," he nods, brushing the last of the flies off.

At last! real armor!


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Bangkha drinks his fill from the spring and then turns towards the lodge. He stops after a few steps though, and turns to Satinder, hand held out as if asking her to dance.

"Join us," he says. "Or will you just give orders, without taking your share of the risks?"


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Bangkha checks Cat to make sure she's alright, and then spares a glance for Alwen.

"Attached to any companion as loyal," he says, and leans down to sniff the spring water.

survival: 1d20 + 8 ⇒ (2) + 8 = 10


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Cbite: 1d20 + 6 ⇒ (17) + 6 = 23 damage: 1d4 + 2 ⇒ (4) + 2 = 6
Cclaw: 1d20 + 6 ⇒ (3) + 6 = 9 damage: 1d4 + 1 ⇒ (1) + 1 = 2
Cclaw: 1d20 + 6 ⇒ (19) + 6 = 25 damage: 1d4 + 1 ⇒ (1) + 1 = 2

Ebite: 1d20 + 3 ⇒ (12) + 3 = 15 damage: 1d4 ⇒ 1
Eclaw: 1d20 + 3 ⇒ (16) + 3 = 19 damage: 1d4 ⇒ 1
Eclaw: 1d20 + 3 ⇒ (17) + 3 = 20 damage: 1d4 ⇒ 2

Battack: 1d20 + 6 ⇒ (3) + 6 = 9 damage: 2d6 + 7 ⇒ (4, 2) + 7 = 13

Bangkha finishes the spell and points, and an eagle appears, attacking the choker that has Cat. Cat continues to struggle viciously, biting and clawing.

The half orc rushes towards the second creature that grasps Chumtooth, swinging his enchanted club.


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Summoning an eagle, but As Satinder said, it's a full round action, so it'll turn up next round. I believe it can also be summoned at range, so it can/will appear right up in the thing's face, GM willing.


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Cat attacks with the ferocity one would expect of a cat being dangled by its neck 20' up a tree. -2 for being grappled already figured in.

bite: 1d20 + 6 ⇒ (8) + 6 = 14 bite: 1d4 + 2 ⇒ (3) + 2 = 5
trip: 1d20 + 2 ⇒ (1) + 2 = 3
claw: 1d20 + 6 ⇒ (14) + 6 = 20claw: 1d4 + 1 ⇒ (3) + 1 = 4
claw: 1d20 + 6 ⇒ (5) + 6 = 11claw: 1d4 + 1 ⇒ (3) + 1 = 4

Bangkha curses fluently and extensively in orcish and burns his faerie fire on a spontaneous Summon Nature's Ally.


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Bangkha points at the creature and clicks his tongue at Cat, who shoots under the canopy of trees to attack. The druid casts shillelagh on his club, transforming it, then advances after his pet.

Cattack: 1d20 + 8 ⇒ (12) + 8 = 20
Cdamage: 1d4 + 1 ⇒ (1) + 1 = 2


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

She'll stop and crouch if we're in line of sight or double back if not. I hadn't realized quite how far off we were.


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Bangkha clicks his tongue and points at the fort, telling Cat "Seek."

Cat will approach, crouching low and moving through the undergrowth along the side of the trail as much as possible. If the Cat reaches the gate without spotting anything, Bangkha will call her back before she goes inside.

Cperception: 1d20 + 5 ⇒ (11) + 5 = 16
Cstealth: 1d20 + 13 ⇒ (4) + 13 = 17


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Bangkha whistles at Cat and steps up to meet the attackers.

Cattack: 1d20 + 8 ⇒ (1) + 8 = 9
Cdamage: 1d4 + 1 ⇒ (2) + 1 = 3

Breadiedattack: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d6 + 6 ⇒ (5) + 6 = 11


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Cattack: 1d20 + 8 ⇒ (2) + 8 = 10

Bangkha moves up to support Chumtooth, and Cat rushes around, snapping at the creature's ankle.


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Bangkha sees the gryn, is grateful he can fight with sticks.

Also, I'll be travelling for the rest of June and July. I think I should be able to access the internet most of the time, but if there's any danger of me holding things up, bot me. It's not like Bangkha's terribly subtle.


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

"The tree looks big and wet enough to survive a little scorching."


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

"I don't like this," Bangkha says softly. He clicks his tongue against his teeth. "Heel."

Cat doesn't like the looks of the tree much better, but stays close by Bangkha.


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Bangkha gives an appreciative whisper at Ayaki and starts following Cat across.

Bacrobatics: 1d20 + 1 ⇒ (19) + 1 = 20
Bacrobatics: 1d20 + 1 ⇒ (4) + 1 = 5
Bacrobatics: 1d20 + 1 ⇒ (10) + 1 = 11
Bacrobatics: 1d20 + 1 ⇒ (5) + 1 = 6
Bacrobatics: 1d20 + 1 ⇒ (16) + 1 = 17
Bacrobatics: 1d20 + 1 ⇒ (18) + 1 = 19
Bacrobatics: 1d20 + 1 ⇒ (20) + 1 = 21
Bacrobatics: 1d20 + 1 ⇒ (19) + 1 = 20
Bacrobatics: 1d20 + 1 ⇒ (12) + 1 = 13
Bacrobatics: 1d20 + 1 ⇒ (10) + 1 = 11
Bacrobatics: 1d20 + 1 ⇒ (5) + 1 = 6
Bacrobatics: 1d20 + 1 ⇒ (11) + 1 = 12
Bacrobatics: 1d20 + 1 ⇒ (18) + 1 = 19

Eventually he makes it, and stands on the far side, covered in foul-smelling bog mud and smiling.

"This is an excellent way to disguise my scent,"


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Bangkha snaps a command at Cat and tries to pull himself up onto the piling.

str: 1d20 + 4 ⇒ (2) + 4 = 6
Cacrobatics: 1d20 + 8 ⇒ (14) + 8 = 22
Cacrobatics: 1d20 + 8 ⇒ (13) + 8 = 21
Cacrobatics: 1d20 + 8 ⇒ (5) + 8 = 13
Cacrobatics: 1d20 + 8 ⇒ (3) + 8 = 11
Cacrobatics: 1d20 + 8 ⇒ (6) + 8 = 14
Cacrobatics: 1d20 + 8 ⇒ (6) + 8 = 14
Cacrobatics: 1d20 + 8 ⇒ (5) + 8 = 13
Cacrobatics: 1d20 + 8 ⇒ (2) + 8 = 10
Cacrobatics: 1d20 + 8 ⇒ (19) + 8 = 27
Cacrobatics: 1d20 + 8 ⇒ (13) + 8 = 21
str: 1d20 + 4 ⇒ (3) + 4 = 7
str: 1d20 + 4 ⇒ (1) + 4 = 5
str: 1d20 + 4 ⇒ (14) + 4 = 18

As Cat nimbly hops from piling to piling across the bog, Bangkha struggles to pull himself free of the muck, finally managing it after several efforts.


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Looking at where I am, it seems like I should be able to hold onto the piling and bash the thing with my club one-handed. Presumably I would lose my Dex to AC, as if I were hanging on with one hand while climbing. That seem right, WhtKnt?


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

"Cat ... kill!" Bangkha barks the order out as he rushes and jumps.

Bacrobatics: 1d20 + 1 ⇒ (16) + 1 = 17
Cacrobatics: 1d20 + 5 ⇒ (6) + 5 = 11

Bangkha covers 15' of the distance between himself and the creatures before falling into the bog. If that puts him in range, he will attack. Cat, being more finicky, springs onto the first piling.

Battack: 1d20 + 5 ⇒ (20) + 5 = 25 Battack: 1d6 + 6 ⇒ (2) + 6 = 8
Bconfirm?: 1d20 + 5 ⇒ (12) + 5 = 17 Battack: 1d6 + 6 ⇒ (3) + 6 = 9


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Perception: 1d20 + 8 ⇒ (8) + 8 = 16

Bangkha scowls as he looks up at the canopy overhead, and the muddy bog.

"The jungle's thick up there."

He pats his thigh and catches Cat's eye, then gestures across the bog.

"Seek," he commands.

Cat's Perception: 1d20 + 5 ⇒ (19) + 5 = 24 Cat has scent.

Is it possible to take the high road and cross in the canopy?

Scent:

This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

The creature detects another creature's presence but not its specific location. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.

A creature with the Survival skill and the scent ability can follow tracks by smell, making a Survival check to find or follow a track. A creature with the scent ability can attempt to follow tracks using Survival untrained. The typical DC for a fresh trail is 10. The DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill in regards to tracking. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.

False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Bangkha and Cat carefully survey the village, searching for a well, cistern, stream, or something of the sort.


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Bangkha offers Satinder one end of the barrel and then they haul it ashore.

"Aye, Cat has a sharp eye and a sharp nose," he says to Alwen. Then he turns to Cat and points at the elf. "Cat, heel ... seek."

Cat should follow Alwen and keep a sharp eye out for anything moving. Cat's stealth is +13/+17 in undergrowth. Perception+5 with lowlight and scent


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Bangkha pats the water barrel.

"We find our friends. Then Scourge and Plugg die. Long or quick. Then we fill the barrel."


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Bangkha fetches Cat and hops aboard the boat, studying the island as they row towards it, looking for a likely place to find water.

Survival: 1d20 + 8 ⇒ (17) + 8 = 25


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

"If we are fetched on this reef, repairs will have to be made. We will find these tentacled creatures, and our friends," Bangkha says in a low voice to Chumtooth.

"Our shipmates have been taken by those things," he says to Plugg. "Give us permission to go and find them."


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Bangkha and Cat move to surround the creature near them.

+2 flanking, Bangkha wielding club 2 handed

Battack: 1d20 + 7 ⇒ (12) + 7 = 19 damage: 1d6 + 6 ⇒ (5) + 6 = 11
Cbite: 1d20 + 10 ⇒ (16) + 10 = 26 damage: 1d4 + 1 ⇒ (1) + 1 = 2
Ctrip: 1d20 + 2 ⇒ (13) + 2 = 15
Cclaw: 1d20 + 10 ⇒ (14) + 10 = 24 damage: 1d2 + 1 ⇒ (1) + 1 = 2
Cclaw: 1d20 + 10 ⇒ (11) + 10 = 21 damage: 1d2 + 1 ⇒ (2) + 1 = 3


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

"Poke me again and I'll turn you into catfood," Bangkha mutters sleepily. "Is the game back on?"


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

"They need us at least until we reach this Rickety Hake," Bangkha says softly. "We should keep sharp, wait for the right moment to do what needs to be done."


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Bangkha spends the first part of the celebration trying to drink grok under the table and looking for any useful gear in the quartermaster's shop. Leather armor and a Heavy wood shield are both under 10gp, but since daggers and bucklers are listed, I'm not sure if armor is included in mundane gear? If it's available, I'll buy it. If not, I'll try to kill someone with something I can use. Eventually.

The rest of the party, he spends drinking and recuperating. Should he regain spells, he'll take CLWs and top himself off.

As he drinks, he'll approach members of the crew in his most affable manner.

diplomacy Jape: 1d20 - 2 ⇒ (4) - 2 = 2
diplomacy Maheem: 1d20 - 2 ⇒ (1) - 2 = -1 Is that bad enough to actually provoke a brawl?
diplomacy Fipps: 1d20 - 2 ⇒ (17) - 2 = 15
diplomacy Aretta: 1d20 - 2 ⇒ (18) - 2 = 16


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Oh, I missed the amulet. heh.

I'd take it, though at 3rd level I'll have barkskin. We can reshuffle the neck at that point.

If the quartermaster has a hide shirt she can sell me, that'll bring my AC up to 15, 16 with the amulet. I'd also buy a spear if there was such a thing.


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Should armor become available, it would improve my AC.

Pretty much breaking all the advice and going with a melee/casting double major. A battlefield control spell or a buff, and then rawr!


Init +1 Perception +8 AC 16, touch 11, flat-footed 15 CMD 15 hp 1/22 Fort +5, Ref +2, Will +5

Battack: 1d20 + 7 ⇒ (8) + 7 = 15
Miss: 1d100 ⇒ 28
Damage: 2d6 + 8 ⇒ (3, 5) + 8 = 16

Cbite: 1d20 + 9 ⇒ (7) + 9 = 16
Miss: 1d100 ⇒ 90
Ctrip: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Bangkha takes a swing at the officer as Cat skitters around the edge of the melee to attack the remaining sailor.

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