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"Big Al" Redthistle's page

173 posts. Alias of gyrfalcon.


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Gyrfalcon here, submitting "Big Al" Redthistle for your consideration -- a two-headed half-cyclops, half-dwarf raised by a halfling cleric of Sarenrae with help and advice from Zhen Halfblood. (Can you blame her if she's a little confused?)

Crunch, background, appearance, and personality all detailed in her profile.

JonGarrett, thanks for the feedback on her race. I've tweaked a bit, trading her natural armor for Dual-Minded (which seems too flavorful to pass up on a two-headed giant) and Skilled: Perception (which matches cyclops stats). Let me know what you think--I'd happily take any suggestions for another way to build it. There are lots of potential choices!


"Hear hear! You know, now that I think about it, we never made it to the Cantankerous Kraken before all this madness began, did we? I did hear they have great butterfish, and with luck maybe a barrel or two of halfling brown ale to wash it down with!"

She puts an arm on Tickdown's shoulder...and another as high as she can manage on Nic's back, smiles at Dorian and Lacsar. "Now, what do you suppose the odds are that we have time to enjoy some fish and beer in peace before the next world-shattering calamity comes along?"


Fun indeed! I liked getting to explore Big Al with you all...and to learn a bit about Mythic powers while we were at it. In a funny way, Al's shocking death was a highlight for me -- I liked the feel as we all worked to find a way to keep her alive once we realized that she had finally (ahem) bit off more than she could chew...and I haven't had a character die in PbP before (rarely at all, really) so I enjoyed getting to explore that shock and sadness as a party.

Thanks to all of you, and especially to Mott for running this. I'd be happy to game with you again some time.

Cheers!


OK, let's go take a look!


I like the idea of Nightsong leaping through the air wearing a +2 cape! Since she's rarely a target lets have one of us wear it instead though. Big Al's happy to trade up her +1 cloak if noone else wants it.
.
Sounds like it's safe at this point to handwave "we all heal with teh wand" and then move on. Let's do it!

Big Al puts on the cloak, offering her +1 cloak to anyone who doesn't already have one, and then takes a walk around the room, looking for hidden traps, objects, or passages, before going to listen at the door.

Perception: 1d20 + 12 ⇒ (9) + 12 = 21


Big Al donated a full one to the cause at the start of the adventure. Don't know if that's been taken into account. Also not sure we actually rolled the healing from the damage we took on the way up; I think we just handwaived it. Mott, if that's likely to matter in any final encounter(s) we should probably go back and deduct those charges too.


CLW: 8d8 + 8 + 47 ⇒ (8, 1, 5, 3, 4, 1, 1, 6) + 8 + 47 = 84 8 charges gets Big Al back to full

Al is worn ragged and breathing heavily by the time she sees the efreet fall.

After Nic has healed her back up, she say, "Nice work, team. I doubt we could have done that without even one of us. We're not quite done yet though, are we? If everyone is healed now, let's go through those doors and see what we find. It's possible these lava pits are where we need to put these tears, but we'd better make certain before we do."


Tick, Nic actually cast Good Hope on us all at the start of this encounter, and Heroism won't stack with that. Maybe a Dirty Trick to hurt it's chances to hit? Or a buff that doesn't give a Morale bonus?
.
Oh, and just realized I forgot to adjust my MP in my last post. Down to 3


Thanks! That brings Big Al back up to 47 HP. I forgot to reply about the Con damage but no, she wasn't in the area of effect so no save needed.


As Nightsong's sure feet land back on the chamber floor, Big Al's expression is one of grim frustration, cursing herself inwardly for not landing her last strike...even as she thanks Desna that the efreet's blow was only glancing this time. Still, she can tell that she's barely conscious and casts a furtive glance to the inky oracle, hoping for aid before she rallies Nightsong for another charge.

HP 5/82
.
Big Al will Delay until after Nic, waiting for some healing, and then leap up for what she hopes is the final swing.
.
Mott, can we tell how badly hurt she appears to be?

Lance: 1d20 + 18 ⇒ (16) + 18 = 34 (+7 BAB +5 STR +1 size +1 enhancement -2 power attack +2 morale +4 charge)
Damage: 6d6 + 69 ⇒ (6, 1, 3, 3, 3, 4) + 69 = 89 (+5 STR +7 challenge +4 power attack +4 risky strike +1 enhancement +2 morale >> x3 for charge)

stats:

AC 23, touch 14, flat-footed 21 (+6 armor, +3 shield, +2 Dex, +1 size, +1 deflection)
hp 5/82
Mythic Power 4/11
Cavalier’s Challenge 2/3
Fort +9, Ref +6, Will +7; +2 vs. fear, +2 Morale bonus vs. fear when beneath banner

Nightsong’s
hp 63/63

EDIT: I'd originally said to wait until after Lacsar, but forgot that would be waiting until after the efreet attacked. Changed to delay until healed by Nic.


I kinda think I better go for it. Fingers crossed!

Knowing how close she is to dying a second time, Big Al nonetheless decides that time is of the essence. She swallows hard and leaps once again over the pool of lava, Desna's Kiss aimed at the efreet's blazing heart.

______________

Full: Charge, using Aerial Assault (1 MP) to leap 30' up as part of the charge, landing 25' S & 35' E of her present position on the map.

Lance: 1d20 + 18 ⇒ (5) + 18 = 23 (+7 BAB +5 STR +1 size +1 enhancement -2 power attack +2 morale +4 charge)
Damage: 6d6 + 69 ⇒ (5, 1, 4, 5, 6, 3) + 69 = 93 (+5 STR +7 challenge +4 power attack +4 risky strike +1 enhancement +2 morale >> x3 for charge)

stats:

AC 23, touch 14, flat-footed 21 (+6 armor, +3 shield, +2 Dex, +1 size, +1 deflection)
hp 14/82
Mythic Power 3/11
Cavalier’s Challenge 2/3
Fort +9, Ref +6, Will +7; +2 vs. fear, +2 Morale bonus vs. fear when beneath banner

Nightsong’s
hp 63/63


Dang! Go Lacsar!!


Big Al barely avoids losing her head as she passes by the efreet, instead landing with a major gash in her neck and shoulder.

"Ooofph, that smarted! Can someone stitch me up so that I can get back in the fight?"

Down to 14 HP. Will delay until the healers in the group act...though I agree that making her visible is the first priority.
.
BTW, that was a crit...but based on Mott's rolls she'll hit 95% of the time and crit on 30% of all swings.
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EDIT: I'm down to 24, not 14, thanks to Dorian's Stoneskin!

stats:

AC 23, touch 14, flat-footed 21 (+6 armor, +3 shield, +2 Dex, +1 size, +1 deflection)
hp 24/82
Mythic Power 4/11
Cavalier’s Challenge 2/3
Fort +9, Ref +6, Will +7; +2 vs. fear, +2 Morale bonus vs. fear when beneath banner

Nightsong’s
hp 63/63


Glad we're all together for the final battle! Huzzah!!


Heh, thanks! A mythic cavalier is very interesting. Any mounted cavalier will really shine if she gets to charge...but she won't be able to charge in many situations (e.g. obstacles in the way, foe is flying, etc). Mythic rules make it *much* easier to charge in any situation...which makes me think (after playing Big Al) that going mythic gives a cavalier an even more tremendous boost than I've seen going to any other classes so far).


Shuddering just a touch at the thought of what happened when she charged the Tyrannosaurus, Big Al hesitates less than a second. Then, glancing at the companions who depend on her and thinking of the village below, she pats Nightsong and leaps into action.

Calling out, ”The people of this town will be safe! Surrender or fall.”, she wheels around the base of the pool of lava, and then leaps into a charge, sailing high through the cavern and landing near the door, wheeling around to be ready for more.

_____________

Free: Amazing Init (1 MP) to move to 10' S and 25' W and 5' N.
Swft: Challenge antagonist
Full: Charge, using Aerial Assault (1 MP) to leap 30' up as part of the charge, landing 40' N of Nic's present position on the map.

Lance: 1d20 + 18 ⇒ (18) + 18 = 36 (+7 BAB +5 STR +1 size +1 enhancement -2 power attack +2 morale +4 charge)
Damage: 6d6 + 69 ⇒ (6, 2, 2, 2, 5, 1) + 69 = 87 (+5 STR +7 challenge +4 power attack +4 risky strike +1 enhancement +2 morale >> x3 for charge)

stats:

AC 23, touch 14, flat-footed 21 (+6 armor, +3 shield, +2 Dex, +1 size, +1 deflection)
hp 82/82
Mythic Power 4/11
Cavalier’s Challenge 2/3
Fort +9, Ref +6, Will +7; +2 vs. fear, +2 Morale bonus vs. fear when beneath banner

Nightsong’s
hp 63/63


Hey Dorian, I respect your honesty in saying this is a personal trigger and not wanting to spoil things for others.

I also hope you are able to come back tomorrow. It'd be great to finish the last fight of the module with you.


Yeah, just a hunch, but anyone know resist energy or protection from energy?


Nic, sounds great. For safety, maybe Dorian gets an air bubble so that he can cast more if something goes wrong. Unless fly can just keep us above the ash entirely.


Congrats, Mott!


Can we create an extradimensional space that (most or all of) the party can fit in...and that can be carried? I'm thinking of fitting (most of) us into a bag of holding-like-thing. Then we could put an air bubble on one of us, and that one can fly us to safety.


No need to apologize, this time of year is bound to be unpredictable...


I think we need input from Dorian and Nic, to see if either has a way to protect us -- some kind of fresh air option. My thoughts:
* http://www.d20pfsrd.com/magic/all-spells/a/air-bubble (would need to be cast on each of us, including nightsong).
* ...some other Wind spell? I'm not thinking of one that would help and we're likely to have...but I may be missing something.
.
Anything else we can do to improve our situation? If not, can we run faster uphill (assuming Tick (or whoever's our slowest link) gets to ride with Al?) Maybe Haste is the best we can do?


200 feet across and 8 rounds away seems easy to avoid without magic: that's 2 rounds at a run. Shall we try maneuvering around it?


26 saves:

Big Al:
Reflex: 1d20 + 6 ⇒ (2) + 6 = 8 >> OUCH!
Reflex: 1d20 + 6 ⇒ (1) + 6 = 7 >> OUCH!
Reflex: 1d20 + 6 ⇒ (2) + 6 = 8 >> OUCH!
Reflex: 1d20 + 6 ⇒ (1) + 6 = 7 >> OUCH!
Reflex: 1d20 + 6 ⇒ (19) + 6 = 25
Reflex: 1d20 + 6 ⇒ (13) + 6 = 19
Reflex: 1d20 + 6 + 1d6 ⇒ (7) + 6 + (2) = 15
Reflex: 1d20 + 6 + 1d6 ⇒ (7) + 6 + (2) = 15
Reflex: 1d20 + 6 + 1d6 ⇒ (6) + 6 + (3) = 15
Reflex: 1d20 + 6 + 1d6 ⇒ (7) + 6 + (4) = 17
Reflex: 1d20 + 6 ⇒ (18) + 6 = 24
Reflex: 1d20 + 6 ⇒ (9) + 6 = 15
Reflex: 1d20 + 6 ⇒ (4) + 6 = 10 >> OUCH!

Nightsong
Ride: 1d20 + 14 ⇒ (9) + 14 = 23
Ride: 1d20 + 14 ⇒ (5) + 14 = 19
Ride: 1d20 + 14 ⇒ (4) + 14 = 18
Ride: 1d20 + 14 ⇒ (2) + 14 = 16
Ride: 1d20 + 14 ⇒ (7) + 14 = 21
Ride: 1d20 + 14 ⇒ (17) + 14 = 31
Ride: 1d20 + 14 ⇒ (8) + 14 = 22
Ride: 1d20 + 14 ⇒ (8) + 14 = 22
Ride: 1d20 + 14 ⇒ (18) + 14 = 32
Ride: 1d20 + 14 ⇒ (5) + 14 = 19
Ride: 1d20 + 14 ⇒ (16) + 14 = 30
Ride: 1d20 + 14 ⇒ (15) + 14 = 29
Ride: 1d20 + 14 ⇒ (17) + 14 = 31

Big Al takes: 6d6 - 10 ⇒ (3, 4, 1, 2, 2, 1) - 10 = 3
Big Al takes: 6d6 - 10 ⇒ (5, 1, 3, 3, 1, 4) - 10 = 7
Big Al takes: 6d6 - 10 ⇒ (6, 6, 3, 3, 3, 3) - 10 = 14
Big Al takes: 6d6 - 10 ⇒ (6, 1, 6, 1, 3, 3) - 10 = 10
Big Al takes: 6d6 - 10 ⇒ (1, 5, 3, 1, 5, 2) - 10 = 7

Big Al is able to steer Nightsong clear of the debris...but isn't so lucky herself. Fortunate to have Dorian's Stoneskin protecting her, she still takes 41 dam, bringing her to 41/82 HP and 6/11 Mythic Power definitely in need of some healing (wand or otherwise) from Nic or Tick...presumably administered intermittently on the way.


Happy to carry Tick. Good idea!


Traveling this weekend...and then on and off til New Years. I'll have my laptop with me, but will be intermittently slow to post.


Under Big Al's watchful eye, Nightsong once again leaps them both out of the way.

_____________

Big Al: 1d20 + 6 ⇒ (11) + 6 = 17
Nightsong: 1d20 + 14 ⇒ (12) + 14 = 26


"Yikes, that was a close one!" Al hollers as she and Nightsong dodge the smoking hunks of lava. "Lets keep going, no sense in letting this continue any longer than we can help!"

________________

Big Al Reflex: 1d20 + 6 ⇒ (13) + 6 = 19
Nightsong Ride: 1d20 + 14 ⇒ (6) + 14 = 20


I'm thinking we might be able to haul Nightsong into the ED space. Tell me what you think:
* Rope trick "holds as many as eight creatures (of any size)"
* Climb says "You can use a rope to haul a character upward (or lower a character) through sheer strength. You can lift double your maximum load in this manner."
* A Large Dire Wolf ways ~800lbs. Nightsong probably ways about the same.
* A heavy load for Big Al's 20 STR is 400lbs, so she can haul up 800lbs by herself...and she's got the rest of y'all to help too
...
Any holes in my logic? If not, we can we save the second spell and bring Nightsong up there with us!


No worries, thanks for the heads up.


Mott, can we tell how far to the right or left we'd have to go to get out of the way? Is there anything in sight that looks like it'll stick up above it as it comes down?


Big Al nods gratefully to Dorian and then says "Alright, let's get going!"


"Alright then, let's head up unless anyone has something they'd like to do first. It looks like there's no time to waste!"

Can we keep riding out horses?
How long does it seem it'll take to get to the top?
Any other recent signs of instability/explosions?


Big Al feels the hot rocks sear her thigh and surveys the scene, nodding gravely to the mayor. "I'm glad we've still got time. Of course we'll be off immediately! Dorian, shall we ride or do you have a way to get us there faster?"

__________

reflex: 1d20 + 6 ⇒ (4) + 6 = 10


"WHEEEEEE!!!!"


Resisting the grasp of the undergrowth isn’t hard...but looking around Big Al sees she’s in easy reach of all three vines. It occurs to her that she’s not likely to get herself out of this without a bit of a fight. Sighing, she calls, ”Dorian, did you have a way to get me away from these things? If not, I suppose it’s time to fight my way out!”

With that she takes a step closer to the vines in front of her and gives them two quick thrusts with her lance, while Nightsong rips at it with her teeth.

________________

Reflex: 1d20 + 6 ⇒ (10) + 6 = 16

Lance: 1d20 + 12 ⇒ (3) + 12 = 15 (+7 BAB +5 STR +1 size +1 enhancement -2 power attack)
Damage: 1d6 + 17 ⇒ (1) + 17 = 18 (+7 STR +6 power attack +4 risky strike)

Lance: 1d20 + 7 ⇒ (15) + 7 = 22 (+7 BAB +5 STR +1 size +1 enhancement -2 power attack)
Damage: 1d6 + 17 ⇒ (1) + 17 = 18 (+7 STR +6 power attack +4 risky strike)

Nightsong's Bite: 1d20 + 9 ⇒ (18) + 9 = 27 (+4 BAB +6 STR -1 size)
Damage: 1d8 + 9 ⇒ (3) + 9 = 12


"Friends, can we get away from these...things? If we can simply escape them, I agree with Dorian. Our mission isn't to clean up this island. I don't relish the thought of getting grabbed again...but I'm hear to attack them if that's our best means of escape."

A moment later, she says, "And oh -- bother -- can someone translate for poor dear Nic?"

Big Al holds her action, looking to see if her comrades get clear. If they don't -- and if no one volunteers a way to get them clear -- she'll attack the vines.


Big Al is currently at 0 HP. Why don't we have Nic and/or Tick heal her a few more times, and then Nightsong can carry her to a good place to rest for the night. She still has a few MP so she can burn one when they lay down, which means she'll be back to 100% of everything except MP after an hour, and get the MP back by dawn.


< moments earlier >

Big Al realizes with a dreamy start that she's only a soul now, departing, drawn by a new gravity toward Desna's domain on the North Star. An Azata with a voice like chimes in the wind is welcoming her...when she feels the tug from Nic to return. She freezes momentarily. The Azata speaks without words: It is your choice, Alemarra Redthistle. The Queen of the North Star is ready to welcome you if you choose.

For a timeless moment she's tempted...but she knows she still has work to do. Big Al lets go of the pull of the heavens and cleaves to Nic's voice.

With a sputter and a start suddenly she's embodied again. In barely a whisper, she says "Ugghh. You...saved...me. Thank...you." She lifts her head just an inch, and feels herself almost pass out from the effort. Willing herself to last just a minute longer she turns her head to look at Nightsong, Tickdown, Lacsar, and Dorian. A small smile emerges through the pain and exhaustion. "It's...good...to...see...you...again,...friends." And with that she lays her head back down and closes her eyes to rest.


The ghost of Big Al wishes you all a full round action that miraculously lasts for eight full rounds.


The realization sinks in that, despite the aid of her compatriots, rather than escape the tyrannosaur's jaws she's being pull down it's cavernous throat.

With her last breath, time seems to slow as she calls out, "Comrades, leave while you can! Blackcrag Cove must be-aaahhhggh!"...and then her voice is muffled. A lump briefly descends through the dinosaur's neck and then disappears.

Nightsong lets out a chilling, mournful howl as she feels her master’s bond grow dark, confirming what everyone wants to deny. Big Al Rosethistle is dead.

hp -42/82


Seems like both spells are getting used after all...whether Al survives or not we'll have to wait and see. Live or die, I like the drama of the moment, and I'm fine with letting the dice play out at this point and seeing whether or not Big Al lives another day. She's serious though that she doesn't want the mission compromised since many lives are at stake.


Ahh, that probably IS enough to persuade Big Al to try escaping instead of stabbing. Let's do the following instead.
STND: Escape attempt.
FREE: Amazing initiative [-1mp +1 stnd]
2nd STND: If not free yet, try again. If free, WITHDRAW!!

Escape: 1d20 + 27 + 1d6 ⇒ (6) + 27 + (4) = 37 (-1 armor +2 dex +14 competence (liberating command), +10 circumstance (grease), +2 morale (good hope) +1d6 surge)

Try again if needed: 1d20 + 27 + 1d6 ⇒ (9) + 27 + (1) = 37 (-1 armor +2 dex +14 competence (liberating command), +10 circumstance (grease), +2 morale (good hope) +1d6 surge)


oh right, initiative order. I hate to do this but I don't see any way for Big Al to know what spell was just cast on her. She'd attack...


Yep. That's standard rules as written.


Well, you wouldn't likely know that Big Al has a pathetic Escape Artist score either, being all big and tough like she is. Just not quite as tough as a mythic tyrannosaur.


Hehehehehe. And with Nic's kind assistance Big Al would get a net +15 (since her base escape artist in armor is -1). I guess I could always hope for a natural 20?

Big Al awakens in great pain, pinned inside the monster's jaw. She briefly considers trying to pry her way out and then realizes the futility of trying. Instead she somehow manages to draw her dagger and to stab at it twice, inside it's mouth. She draws on all the mythic might she can but it's difficult to get at the fleshy bits from between the tyrannosaur's massive teeth.

In a breathless voice she calls out, "Go! What's important (grunt) is saving the island, not (grunt) me. Dorian, Nic, get the rest of you back in time to stop the volcano! Don't spill that (grunt) water!"

________________

Move: draw dagger
Stnd: attack [-1 MP for surge]
Free: [-1 MP for 2nd Stnd]
Stnd2: attack [-1 MP for surge]

Dagger: 1d20 + 12 + 1d6 ⇒ (7) + 12 + (1) = 20 (+7 BAB +5 STR +1 size +1 enhancement -2 power attack +2 morale -2 grappled)
Damage: 1d3 + 20 - 10 ⇒ (3) + 20 - 10 = 13 (+5 STR +7 challenge +4 power attack +4 risky strike)

Dagger: 1d20 + 12 + 1d6 ⇒ (2) + 12 + (6) = 20
Damage: 1d3 + 20 - 10 ⇒ (2) + 20 - 10 = 12

stats:

AC23, touch 14, flat-footed 21 (+6 armor, +3 shield, +2 Dex, +1 size, +1 deflection)
hp 2/82
Mythic Power 6/11
Cavalier’s Challenge 2/3
Fort +9, Ref +6, Will +7; +2 vs. fear, +2 Morale bonus vs. fear when beneath banner

Nightsong’s
hp 63/63


That's enough to bring her positive again, yes. Thanks!
Tick (or others) do you have a way to (a) get her out of its mouth (e.g. freedom of movement, or dimension door, or some massive bonus to escape artist or CMD), or (b) encourage it to drop her (e.g. charm monster, the illusion of another tyrannosaur coming toward it, or somesuch) Otherwise when it's initiative comes up I assume she ends up unconscious (or worse) inside it's stomach.
Mott, does Al still get an action this round? I forget whether awakening from


As Big Al leapy toward her foe astride Nightsong, she felt the thrill of the flight as her lance, Desna's Kiss, pierced the tyrannosaur's monstrous hide. Her thrill turns to sudden fear though, as the dinosaur's jaws snatch her off of Nightsong's back. She feels the searing pain of teeth as large as she is tall rip through her mithril plate and into her belly and ribs. A moment later it bites down again, she screams, and all goes black, her body limp and bloody in the dinosaur's mouth.

Desna's Kiss clatters from her grip, landing wedged between rocks on the edge of the caldera.

Nightsong, terrified, bites into the left toe of the thunder lizard. It's a bite that against a lesser beast could have been severe, but this one seems utterly unphased.

Nightsong's Bite: 1d20 + 11 ⇒ (20) + 11 = 31 (+4 BAB +6 STR -1 size +2 morale)
Confirm crit?: 1d20 + 11 ⇒ (12) + 11 = 23 >> Alas, seems like a no!
Damage: 1d8 + 9 - 10 ⇒ (1) + 9 - 10 = 0

stats:

Unconscious. Stabilized, but taking 1 bleed/round.

AC23, touch 14, flat-footed 21 (+6 armor, +3 shield, +2 Dex, +1 size, +1 deflection)
hp -6/82 (including this round's bleed)
Mythic Power 9/11
Cavalier’s Challenge 2/3
Fort +9, Ref +6, Will +7; +2 vs. fear, +2 Morale bonus vs. fear when beneath banner

Nightsong’s
hp 63/63

Yoiks!

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