Dire Bear

Bear "So So Hungry"'s page

12 posts. Alias of baldwin the merciful.


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Scene: Bradan and Aggrah

RD 4 Black Bear

The arrow whizzes by and whacks a tree. The bear hesitates a moment than dashes over to the witch. With one claw it tries to slash at her throat.

black bear, weakened, hex, claw 1:: 1d20 + 6 - 2 - 2 ⇒ (7) + 6 - 2 - 2 = 9;dam, weakened:: 1d4 + 3 - 2 ⇒ (3) + 3 - 2 = 4


black bear fort save: 1d20 + 6 ⇒ (17) + 6 = 23

"GRRRRRRRRRWWWWWWOAR!" as the bears whips its head towards the source of the ear piercing sound. It's nose continues to twitch as some of meat cooks on the open flame.


RD 2 conclusion

Bear Will Save: 1d20 + 2 ⇒ (10) + 2 = 12

The black bear shivers as the witch gives him another evil eye.

RD 3 Initiative order

Bradan - chops and misses once again
Black bear - hit twice and I believe Bradan is quite hurt
Aggrah

The black bear's nose twitches at the cooking meat, "GRRRRRRRRROAR

Then it steps (5 ft) to close the range on Bradan.

black bear, weakened, hex, claw 1: 1d20 + 6 - 2 - 2 ⇒ (15) + 6 - 2 - 2 = 17;dam, weakened: 1d4 + 3 - 2 ⇒ (3) + 3 - 2 = 4

black bear, weakened, hex, claw 2: 1d20 + 6 - 2 - 2 ⇒ (1) + 6 - 2 - 2 = 3;dam, weakened: 1d4 + 3 - 2 ⇒ (2) + 3 - 2 = 3

Then the large maw chops down at pole wielding foe,

black bear, weakened, hex, bite: 1d20 + 6 - 2 - 2 ⇒ (18) + 6 - 2 - 2 = 20;dam, weakened: 1d4 + 3 - 2 ⇒ (4) + 3 - 2 = 5

Bits of human flesh are viciously ripped away. The bear has a taste for human blood. It's tongue laps it's bloody muzzle.

dex fumble check: 1d20 + 3 ⇒ (4) + 3 = 7
The bear is unable to use it's second claw next turn since it failed it's dex check..


End of Round 1

Bear Will Save: 1d20 + 2 ⇒ (13) + 2 = 15
The witch gives the stink eye to the bear but it's too angry to notice it. Takes a minus for 1 RD

To: Braden and Aggrah

RD 2 Initiative order

Bradan - chops and misses
Black bear - missed twice
Aggrah

Bradan you miss by such a wide amount but the injured black bear still realizes it was attacked. Now the creature focuses his attention on the hunter (Bradan) and takes a 5 ft step closer.

30% chance the bear doesn't think it was attacked by Bradan: 1d100 ⇒ 59

black bear, weakened, hex, claw 1: 1d20 + 6 - 2 - 2 ⇒ (3) + 6 - 2 - 2 = 5;dam, weakened: 1d4 + 3 - 2 ⇒ (3) + 3 - 2 = 4

black bear, weakened, hex, claw 2: 1d20 + 6 - 2 - 2 ⇒ (13) + 6 - 2 - 2 = 15;dam, weakened: 1d4 + 3 - 2 ⇒ (4) + 3 - 2 = 5

Scene wise: Aggrah stepped back 5 ft and tried to hex but it failed (-2 for 1 RD). Bradan stepped back putting 10 ft of distance between him and the bear. He grabbed his glaive as he was stepping back but missed his attack. The bear stepped 5 ft closer to Bradan to close the reach distance and misses.


To: Braden and Aggrah

Good idea but poor execution by Bradan

The large black bear's nose twitches but then it suddenly breeches the treeline as it runs towards the food source. The black bear seems to be hobbled only 30 ft in movement as it's hind leg has a nasty festering gash on it.

The bear will swipe at: 1 is Bradan, 2 is Aggrah
dice: 1d2 ⇒ 2

black bear, weakened: 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 13;dam, weakened: 1d4 + 3 - 2 ⇒ (3) + 3 - 2 = 4

Since there is no map. The two of you are on either side of the campfire. The bear is positioned in front of the campfire. The bear can be flanked with each of you making a 5 foot step.


Rd 12: Advanced Dire bear fighting Grung

The massive bear releases the grab and then attacks once again,

att 1: 1d20 + 20 ⇒ (20) + 20 = 40;dam: 1d8 + 10 ⇒ (4) + 10 = 14
plus grab vs cmd: 1d20 + 26 ⇒ (4) + 26 = 30

att 2: 1d20 + 20 ⇒ (8) + 20 = 28;dam: 1d8 + 10 ⇒ (4) + 10 = 14
plus grab vs cmd: 1d20 + 26 ⇒ (14) + 26 = 40

Then it chomps down with its massive maw,

bite: 1d20 + 20 ⇒ (15) + 20 = 35;dam: 1d8 + 10 ⇒ (5) + 10 = 15

-----
The spellcaster quickly scans the battlefied and decides to drop a fireball over the area occupied by Karnog, Felic (he can see you), auroa, and Meath'd.

fireball: 7d6 ⇒ (3, 3, 3, 1, 5, 4, 6) = 25
Reflex save DC 18 for half damage.

direbear save from fireball: 1d20 + 8 ⇒ (3) + 8 = 11


Rd 12: Advanced Dire bear fighting Grung

The massive bear releases the grab and then attacks once again,

att 1: 1d20 + 20 ⇒ (13) + 20 = 33;dam: 1d8 + 10 ⇒ (8) + 10 = 18
plus grab vs cmd: 1d20 + 26 ⇒ (17) + 26 = 43

att 2: 1d20 + 20 ⇒ (2) + 20 = 22;dam: 1d8 + 10 ⇒ (8) + 10 = 18
plus grab vs cmd: 1d20 + 26 ⇒ (13) + 26 = 39

Then it chomps down with its massive maw,

bite: 1d20 + 20 ⇒ (1) + 20 = 21;dam: 1d8 + 10 ⇒ (6) + 10 = 16

-----
The spellcaster quickly scans the battlefied and decides to drop a fireball over the area occupied by Karnog, Felic (he can see you), and Meath'd.

fireball: 7d6 ⇒ (3, 3, 5, 6, 1, 1, 1) = 20
Reflex save DC 18 for half damage.

direbear save from fireball: 1d20 + 8 ⇒ (11) + 8 = 19


RD 12 Dire bear on Karnog

The bear roars in anguish as it's companion crumples to the ground. The creature presses the attack on Karnog:

claw 1: 1d20 + 13 ⇒ (9) + 13 = 22;dam: 1d6 + 7 ⇒ (3) + 7 = 10
plus grab vs cmd: 1d20 + 19 ⇒ (7) + 19 = 26

claw 2: 1d20 + 13 ⇒ (3) + 13 = 16;dam: 1d6 + 7 ⇒ (2) + 7 = 9
plus grab vs cmd: 1d20 + 19 ⇒ (14) + 19 = 33

bite: 1d20 + 13 ⇒ (5) + 13 = 18;dam: 1d8 + 7 ⇒ (6) + 7 = 13

Meanwhile, the stone giant battling Meath'd hits one last time but collapses unconscious after the swing.


RD 11: Adv Dire Bear and caster versus Grung

The battle of titans rages on and the bear swats at Grung,

claw 1: 1d20 + 20 ⇒ (8) + 20 = 28;damage: 1d8 + 10 ⇒ (5) + 10 = 15
plus grab: 1d20 + 26 ⇒ (7) + 26 = 33

The second claw rips at the dwarf meat.

claw 1: 1d20 + 20 ⇒ (18) + 20 = 38;damage: 1d8 + 10 ⇒ (3) + 10 = 13
plus grab: 1d20 + 26 ⇒ (12) + 26 = 38
What is your CMD, you may be grabbed.

The second claw latches onto the dwarf just as he bites down,

He has improved crit on claw and improved nat att claw.

bite: 1d20 + 20 ⇒ (9) + 20 = 29;damage: 1d8 + 10 ⇒ (8) + 10 = 18

------

The spellcaster releases more magic missiles against Grung.

damage: 3d4 + 3 ⇒ (3, 4, 3) + 3 = 13

He doesn't want to hit his bear.


Only the last attack hits the bear and a trickle of blood flows from the knick.


Between Grung and the floating spellcaster is a massive dire bear, this one looks like it is could easily swat his brethren aside like they are cubs.


Grungsdi wrote:
. That's hilarious the bears jumped in the pit. And it would seem you found my weakness dm...magic! :)

The bear looks at its meal as it belly flops on the sorcerer.

Kalim make sure your HP and stoneskin is up to date. Thanks

Full Name

Andrej "Catfoot"

Race

Male Skald Human

Classes/Levels

Fighter (Aldori Archetype)/1 *Favoured Class

Gender

AC17/Touch14/Flatfoot13/CMD 17||HP12/[12]| Fort:+4 ;Ref:+4 ;Wil+1|Percept +1/Sense Motive +1|Init+6

Age

20

Languages

Common, Skald

Strength 14
Dexterity 18
Constitution 14
Intelligence 10
Wisdom 12
Charisma 8

About Andrej 'Catfoot'

Character Sheet

Spoiler:

BASICS
__________________________________
Perception +0, Sense Motive +2
Fort:+4 ;Ref:+2 ;Will+1
Experience(0)
Carrying Capacity 50 lbs. or less/51–100 lbs./101-150 lbs.

DEFENSE
__________________________________
AC: 16 (10+3[Armour]+3[Dex])
Touch AC [14] Flat-Footed [13] + 1 AC when in Medium or Heavy Armour.
HP: 12/12 (10+Con)
CMD:16

OFFENSE
___________________________________
BAB:+1; CMB:+4 (+1 trait bonus on all sword attacks and combat maneuvers); Init:+4
Speed:30 ft
Melee:
Aldori Dueling Sword +7 (1D8+2) (19-20 x2, S)
Dagger +5 (1D4+2) (19-20 x2, S)
Sling +5 (1D4+2)

FEATS
_________________________________
Weapon Proficiency: Aldori Sword Proficiency, Weapon Focus: Aldori Sword, Weapon Finesse

-Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
-At 3rd level, when a swordlord makes a full attack with a dueling sword, he gains a +1 bonus to AC against melee attacks until the beginning of his next turn. This bonus increases by +1 every four levels after 3rd.

TRAITS
__________________________________
Aldori Sword Scion, Reactionary

SKILLS
__________________________________
The fighter’s class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skills: 2+Race+Fav class = 4
Acrobatics 1 (+5) (-1 due to armour)
Intimidate 1 (+3)
Knowledge: Nobility 1 (+1)
Survival 1 (+5)

***Equipment***

Spoiler:

Total Gold -
Weight - 84.5lbs - Carrying allowance. 50(58) / 100(116)

Medium Encumbrance unless drops pack then light.
*Note if Camp is set his pack weight is reduced by 27lbs as leaves Food, spare clothes, blanket, cooking kit and bedroll, a light load.

Armour
Studded Leather Armour 20gp

Weapons - 2gp - 5lb total
Aldori Dueling Sword (Free)
Dagger (belt) - 2gp

Equipment (STILL WIP)
Clothing, Cold Weather Outfit x1 7lbs (Free)
Masterwork Backpack 50gp - 4lb
2 Alchemist Fires 40gp - 2lb [Belt]
Empty Sack 1sp - 0.5lb
Waterskin 1gp - 4lb
10 Wandermeals - 1sp - 5lb
5 days Trail Rations 2.5gp - 5lb
Kit, Shaving 15sp - 0.5lb
Flint and Steel 1gp - [Belt]
Whetstone 2cp - 1lb
2 sewing needles (big and small) 1gp - [Belt]
Whistle 8sp - [Belt]
Cooking Kit 1gp - 2lb
Clay Tankard 2cp - 1lb
2 fishhooks 2sp - [Belt]
Game, Cards (in box) (unmarked but superior quality) 1gp - 1lb
50ft string 1cp - 0.5lb [Belt]
Winter Blanket 5sp - 3lb
Bedroll 1sp - 5lb
Mapmaking kit - 2lbs
Scroll case - 5 sheets parchment and 2 inkpens

Notes
--

***Appearance and Bearing***

Spoiler:

Andrej is around 5'11 but cable lean, his muscles stark in the detail of their definition - there is little soft about the man. His face, shoulders, hands and forearms are all marked with multiple scars. He is unshaven at the moment but his beard is cut close to his face. He moves quietly and with an economy of movement that is feline. He wears dark browns, greys and faded greens when it comes to his clothing.

He is quietly practical, and laconic. He favours gallows humour when he does speak to an equal. He speaks only as needed when working with someone of a percieved higher station and withdraws into himself.

That said he's learned determination and ambition from his life experiences and, once set to a task, gives it his all to see it through.

***Background***

Humble Beginnings

Spoiler:

Andrej was the son of a Guardsman in service to the Lords of House Garess, his mother died while he was young and his father, much involved in his job had little time for the boy. It was a stern life style and discipline was enforced. He learned to stay silent and out of the way at an early age.

Youth

Spoiler:

His life changed at 10 when, on a whim, he was granted acceptance as a 'Sword Page' due to the sacrifice of his father, who had died to protect one of the the Garess Family during a attempt on their life during a 'Hunting Accident'. He was however always treated as less than the other students, and was made the target for training drills as well as the main source of manual labour for the instructor. Again, Andrej learned that speaking out served no benefit and that silence would keep him out of trouble as often as not.

Not as well fed as the other students he still developed a strength of his own, both mentally and physically. Being the target in untold sparring drills taught him physical toughness and being the target of their taunts and petty cruelties taught him mental toughness.

When he was allowed out of the barracks or off the training grounds it was invariably to accompany one of the students, the teacher or a member of the Garess family to hunt, the rationale being that if his Father had been of use, then he would be too. He learned field craft in the rocky highlands.

He earned his name 'Catfoot' for his landing unharmed after a few falls, including one where his fellow students pushed him out of a high window for a prank.

Into the Wilderness

Spoiler:

While Andrej was considered a gifted 'Swordpage' but uninspired - lacking the cunning and subtlety that are considered hallmarks of the Aldori. His humble birth, measured against those of his peers has resulted in his own training being a secondary consideration to the other students and has taken longer than most to get to this point.

Andrej was by nature a patient man, openly resigned to his lot in life - a training tool and bodyguard, at best, a sword that worked for food and keep. It was what he was trained to be. Inwardly he noted the good things in life his fellow students had, and learned, secretly 'Ambition', though its expression was suppressed.

His life changed when one of the students, a loud mouthed overly proud youth, too confident in his own abilities caused a momentary lapse. The youth was of minor nobility and of a bullying nature which often fell on Andrej. After enduring 'careless' and painful 'accidental' hits in sparring practice, Andrej dealt the youth a pair of very deliberate facial cut.

These are considered normal for training or dueling for a young Aldori swordsman but to be dealt such by a 'no body' such as Andrej was more than the youth could endure and he bought considerable influence to play to 'punish' Andrej. After some consideration, his teacher and Lord Garess decided that, for the good of everyone, the best thing for it was to get Andrej far away from Brevoy. He was included on a charter with a group of fellow undesirables and sent on his way.

This charter into the wilds could be tantamount to suicide - perhaps that is what they have in mind for him - that he put his neck in the noose, but it is his opportunity to be more than what he is now and his only chance to be an acknowledged 'Swordlord'. His fellow students had lands or titles or patrons and this gave them position and a future. Without lands or titles or patron Andrej realises he can rise to no more than a trained attack dog, disrespected and disposable. But with lands of his own? A title? All things are possible and that alone is worth the risk.

OOC Notes

Spoiler:

Level 2. HP 6+Con+Fav Class.
Skills. Intimidate +1, Acrobatics +1, Sense Motive +1 Feat: Power Attack.+1 Save to Fort. +1 to will saves vs. fear.
Level 2 HP 6+Con

Special Notes:
Acrobatics

Spoiler:

If you have 3 or more ranks in Acrobatics, you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2, and a +6 dodge bonus to AC when taking the total defense action instead of the usual +4.