Stewards Stalwart

Brud, son of Brud's page

63 posts. Alias of Irnk, Dead-Eye's Prodigal.


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Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Hey all, I must apologize. Life is throwing enough at me, I just don't feel up to trying to maintain another game at the moment.
Everyone, good luck & have fun.


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Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Rysky, never underestimate the value of the control group.


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Considering I still have yet to finish my background & complete refining my character sheet, I'm not gonna complain.


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Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]
Naught wrote:
Yo!

Oi!


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Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Pending approval of all parties present, I also will be...

present.

That in mind, Kartari, I was all set to go with a Seducer Witch of the Green Mother & then I saw this in Heroes of Golarion, the Player Companion that just came out.

UNICORN SORCERER BLOODLINE Heroes of Golarion, pg 10:

The deep forests of Avistan, such as those found in Molthune and Nirmathas, are a haven for one of Golarion’s most fabled creatures: unicorns. Deeply empathetic and fiercely protective, unicorns on occasion form close bonds with humans, often young and noble-hearted women. When the two have a particularly strong bond, the unicorn’s magic can become a part of the bonded human, and sometimes is even passed on to her children. These children, blessed by their parent’s connection to that force of true good, grow up to become sorcerers of the unicorn bloodline.
Class Skill: Heal.
Bonus Spells: Cure light wounds (3rd), cure moderate wounds (5th), cure serious wounds (7th), restoration (9th), atonement (11th), heal (13th), greater restoration (15th), mass cure critical wounds (17th), mass heal (19th).
Bonus Feats: Alertness, Animal Affinity, Brew Potion, Fleet, Greater Fortitude, Improved Counterspell, Self-Sufficient, Skill Focus (Heal).
Bloodline Arcana: Every time you cast a spell, you can restore a number of hit points equal to double the level of the spell you cast to one target of your choice that you can see. A creature at its maximum hit points cannot be affected by this ability. Healing a dying creature with this ability does not automatically stabilize the creature unless its hit points are brought to 0 or above.
Bloodline Powers: Your connection to the unicorns’ blessing shapes you as you grow, empowering you with the forces of good and restoration.
Safekeeping (Su): At 1st level, you can touch a creature as a standard action, granting it a +2 insight bonus to AC for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Pure of Mind (Su): At 3rd level, you gain a +2 bonus on saving throws against charm effects and a +4 bonus on saving throws against spells with the evil descriptor. At 9th level, your bonus on saving throws against charm effects increases to +4 and your bonus on saving throws against spells with the evil descriptor increases to +6.
Righteous Fury (Su): At 9th level, once per day you can create a spear of pure light and throw it at a creature within 60 feet as a standard action. This is a ranged touch attack that uses your Charisma modifier in place of your Dexterity modifier to determine the attack bonus. The spear deals 1d6 points of damage per sorcerer level and ignores all damage reduction and hardness. This damage increases to 1d8 points of damage per sorcerer level against an evil creature. At 13th level, you can use this ability twice per day. At 17th level, you can use this ability three times per day.
Friend to Nature (Su): At 15th level, creatures with the animal or magical beast type and a nonevil alignment instinctually trust you. Such creatures automatically have a starting attitude of indifferent or better toward you unless you or a creature allied with you has attacked or otherwise threatened violence against such a creature.
Blessing (Su): At 20th level, you gain immunity to poison, to charm effects, and to spells and weapons with the evil descriptor. You can also cast magic circle against evil at will with a caster level equal to your sorcerer level.

Should this meet with your approval, I will have character background & a completed character sheet by this weekend.


Good luck all, and have a great game!


DM Raltus wrote:

Kinetists are sorta Arcane?

I really need to read that book.

@Brud, Son of.... Brud? Interesting build, I like the idea, so what is his story?

Given the peculiarities of the Elysiokinetisist Archetype, I'm almost an odd arcane/divine melange. In general however, the simplest way to think of it as having limited number of supernatural abilities similar to spell-like abilities, powered by my own life-force rather than 'spells' per-se.

Brud's 'story', TLDR version:
"I am of the Green Faith, as were my parents & their parents before them. For generations, we stood in fief to Blackearth. We heard the songs of the seasons; Winter to Spring, Spring to Summer, Summer to Autumn, Autumn turning once more to Winter, years without end."
"'Til finally the seasons did end. When a vast demonic locust plague descended, as a cloud over Proud Sarkoris. The Green wept, and her cries were as the earth itself trembling. Her children were driven forth from their homes. Those who stood, fell. Those who fought, fell. Only those who fled, as bleating lambs from the slaughter, survived."
"Weep for Proud Sarkoris, for the Green's Champion is but a pale shadow of the Stalwart that once did stride from Horizon to Horizon."
"Ask me not the legends of our people, for before I was of an age to be taught them, my parents were cleaved from me. Mendevs came, garbed as crusaders, but slavish thralls to another, darker, master. In me they saw both that taint of the Abyss, though it had not yet grown quite so plain as now, and the puissance of the Blackearth line. When my parents would not give me up, they were slain before mine own eyes."
"Foolish Mendevs, for the blood of Blackearth is strong. By the will of the Green, their ritual failed. In it's failure, a great rage came upon me, the rage of fallen Sarkoris itself. My bindings shattered and once again a child of Sarkoris strode stalwart from Horizon to Horizon"
"For a time."
"All things have a price, Mendev. To serve Sarkoris, to bring vengeance to the vermin which have brought her low, I accept the stigma of my flesh. For in so doing, I make myself a vessel to answer all the ills that have plagued us. Every wrong will be returned tenfold."
"So speaks Brud, son of Brud, last son of Blackearth."


So here is Irnk's idea.

In a nutshell, ever since first hearing of the Adventure Path, I have thought it would be interesting to play a Sarkorian Refugee, physically corrupted by the Abyssal energies coursing through their lost homeland, but driven to return every wound inflicted back upon their Demonic oppressors. The original idea had been to play a Druid, but when People of the Wastes came out, the Elysiokinetist Archetype was just too on-the-nose not to give a try.

I have not yet updated my gear to the 3000 gold for wealth by level, but otherwise, I am good to go.

I think.


Wow!
Nine lucky players.
Have fun all!


Here is Irnk's entry. I went ahead and added background skills, with annotation.


Mark Thomas 66 wrote:
Here's an idea. We could all take the Tight Bonds trait

For that I would consider taking the Malignancy for another Trait slot.


Ok, just got home from work & was able to re-read the initial post. It looks like Malignancy is not required & I don't really feel a need for a third trait, so just disregard my roll please.


Are we required to take a malignancy?
If so, Malignancy: 1d100 ⇒ 92
But if it is not required, I would just as soon not.


Here is his Vigilante identity. I won't be posting as him until/unless he gets chosen so I can change the name to whatever gets chosen.

I am contemplating the Splintersoul Achetype also from Anti-Hero's Handbook, both to emphasize the emotional/cognitive damage & for the faster access to the quick change talent tree.

Edit, as far as War for the Crown goes...

I will be getting it, I have the subscription, I prefer not to try running an AP until I have everything for it. So it would be late summer/early fall next year before I gave it a try, but you two would be welcome to remind me then. Not needing to look for more than two players would actually be helpful.


Here is Irnk's entry. I believe I have built him correctly, but as I posted earlier, I have never played Gestalt before...

- an outline of your character’s personality

Brud is much like a bull mastif that has lived much of their life in a fighting pit & has now been given a forever home where none of that means anything. He is frighteningly fluent in the language of violence & almost pathetically responsive to any affection or kindness. Hence his below-average Wisdom.
While he instinctively knows the Coven he was in service to before was evil with a capital E, he still also instinctively equates Coven with Family & he misses family. Yes, he will do anything for his family, which is why most of the time he is likely to be in his Vigilante identity, which will be True neutral.

- What they did before joining the coven

Hopefully, the initial post answered this question.

- What your character might have done to get the coven kicked out of Restov.

Well...

To quote one of my favorite books 'he's a very complicated individual with a very limited range of responses to situations...'
also reference my description of Brud's personality


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Maintaining pace with Belledonna, Brud looses an arrow at this new foe once he becomes visible.

Longbow attack: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27, Longbow crit. confirm: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15, if there is any way to swing it, I would like the crit. to be piercing his heart rather than additional damage...
On the other hand, that probably didn't confirm...
Cold iron arrow damage: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6 Piercing damage.


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Brud looses another arrow at his previous target, futilely.

Longbow attack: 1d20 + 6 ⇒ (6) + 6 = 12


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Recognizing his leader's intent, Brud looses another arrow at the far demon in hopes of disrupting the fiend's spell.

Longbow attack: 1d20 + 6 ⇒ (20) + 6 = 26, Longbow crit confirm: 1d20 + 6 ⇒ (3) + 6 = 9...
I has the sad. >:(
Cold Iron arrow: 1d8 + 2 ⇒ (5) + 2 = 7 piercing


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Perception: 1d20 + 11 ⇒ (19) + 11 = 30

Brud examines the area as well.


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Brud looses a brace of arrows at the Spectre as well.

Longbow attack: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26, Oooh, So close! Cold Iron arrow damage: 1d8 + 2 ⇒ (4) + 2 = 6 Piercing
Hasted Longbow attack: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Brud looses a brace of arrows at these new foes.

Longbow attack: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12, if that hit, Cold Iron arrow damage: 1d8 + 2 ⇒ (4) + 2 = 6 Piercing
Hasted Longbow attack: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17, if that hit, Cold Iron arrow damage: 1d8 + 2 ⇒ (1) + 2 = 3 Piercing


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

As the leaders hurriedly debate, brud listens cautiously at the door nearest him.

Perception: 1d20 + 11 ⇒ (11) + 11 = 22, at the door to the room marked 'Storeroom'


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Edging forward, Brud looses another arrow at the vermin.

Move to present location.
Longbow attack: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16, if that hits, Cold Iron arrow damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11 piercing damage.


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Brud looses another arrow at the vermin.

Longbow attack: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24, Cold iron arrow damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Still sparking from the effects of the fiendish wasp's attack, Brud gasps as he desperately grasps the wand he procured from the reclaimed armory only hours before.

Wand of Cure light wounds: 1d8 + 1 ⇒ (2) + 1 = 3...
::shakes head::


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Will: 1d20 + 8 ⇒ (1) + 8 = 9...
Ouch

Gritting his teeth at the onslaught of necrotic energies washing over him, Brud nevertheless follows his first's lead, loosing a brace of arrows at the monstrous vermin.

Longbow attack: 1d20 + 1 + 1 ⇒ (9) + 1 + 1 = 11
Hasted Longbow attack: 1d20 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Swish & swish...


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Not following the cause of Belledonna's enmity toward this new foe, Brud nevertheless moves to maintain a guard against him as he looses another arrow

Move to new location
longbow attack: 1d20 + 5 + 1 + 1 ⇒ (18) + 5 + 1 + 1 = 25, if that hits, Cold iron arrow damage: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4 Piercing


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Brud looses a brace of arrows at the Fiend as well.

Longbow attack with PBS: 1d20 + 5 + 1 + 1 ⇒ (14) + 5 + 1 + 1 = 21, Cold Iron arrow damage: 1d8 + 2 ⇒ (1) + 2 = 3 Piercing
Hasted Longbow attack with PBS: 1d20 + 5 + 1 + 1 ⇒ (1) + 5 + 1 + 1 = 8


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

With preternatural swiftness, Brud maneuvers himself through the door & past the heroes to loose an arrow at the nearer fiend.

Move action, with Haste; to present location.
Standard action Longbow attack w PBS: 1d20 + 5 + 1 + 1 ⇒ (19) + 5 + 1 + 1 = 26, Cold Iron arrow damage: 1d8 + 2 ⇒ (8) + 2 = 10 piercing
Brud is attacking Barundar's opponent.


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Brud is not affected by Heroism, only Barundar, Konny & Victrix are.

Through the doorway, Brud looses an arrow at one of the demons called 'Babau' by Navi.

Longbow attack: 1d20 + 5 ⇒ (10) + 5 = 15...


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Hoot Hoot!


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Stepping closser to the foe, Brud looses two more arrows.

Move: 5' to present location
Longbow attack: 1d20 + 5 + 1 + 1 ⇒ (17) + 5 + 1 + 1 = 24, Longbow damage: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6 Piercing
Hasted Longbow attack: 1d20 + 5 + 1 + 1 ⇒ (18) + 5 + 1 + 1 = 25, Longbow damage: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8 Piercing


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Following his leader's lead, Brud looses two arrows into the sole survivng Thoxel.

Longbow attack: 1d20 + 5 + 1 + 1 ⇒ (12) + 5 + 1 + 1 = 19, if that hits, longbow damage: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10 Piercing
Hasted Longbow attack: 1d20 + 5 + 1 + 1 ⇒ (16) + 5 + 1 + 1 = 23, longbow damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11 Piercing


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Sorry for taking so long between posts. AT&T decided to get funky with my Internet almost literally seconds after my Belledonna post.

Energized by the rush of celerity in Belledonna's wand, Brud pays little heed to the appearance of his summoned Aurochs as he continues to loose arrow after arrow at the fiendish foes.

Longbow attack: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10, swish
Hasted Longbow attack: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23, Longbow damage: 1d8 + 2 ⇒ (7) + 2 = 9


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Witnessing his friend Konny engaged with one of the fiends, Brud calls forth the power of nature, summoning a mighty Aurochs behind them.

Standard action, spontaneously convert one of his memorized third level spells to Summon Nature's Ally III
Since that is a full-round action to cast, the Auroch will not appear until either the end of this round or just before Brud's turn next round, I'm not sure which...
Yes, I know it won't be able to penetrate the Demon's DR. It doesn't have to. It just has to threaten, so Konny can get a Sneak attack off.
The Auroch is the blank square behind the Thoxel demons.


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Stepping toward the top of the stairs, Brud levels his bow at the nearest demon just before Victrix begins her assault.

Move action, move to present location
Longbow attack: 1d20 + 6 ⇒ (18) + 6 = 24, Longbow damage: 1d8 + 3 ⇒ (6) + 3 = 9 Piercing, Magic


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

"Ki te kahore he tamariki koutou, na e kore e rave i rite ki tetahi." Brud growls in response. "Ko enei No tākaro kotingotingo. enei," he points to the bracelets, "e te tauturu ki te tahuri whiu i a koutou. tenei," he runs a finger along the circlet, "E taea ranei e ara kaha o koutou Simi."

Hallit:
"If you are no child, then do not act like one. No gaudy baubles are these. These, will help to turn blows from you. This, can make your magics even stronger."


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

"Ka mohio tou iwi i tona utu." Brud nods at Victrix' blade. His own searching brings forth a finely tanned quiver & a masterfully crafted bow, as well as a set of filigreed bracelets with a matching circlet the rest of you know would fit well upon Belledonna's form. Finally, he draws out a pale-wooden wand, it's surface covered in delicate carving.

Unless my calculations are in error, Belledonna is about 10,250 under WBL. As she must also equip Brud with that, (which is just as well, otherwise she would find herself laden with a ridiculous number of consumables...), I'm going for...

Efficient quiver (1,800 gp)
+1 Mighty Composite Longbow {12 Str} (2500 gp)
Bracers of armor +1 (950 gp)
Headband of alluring Charisma +2 (4000 gp)
Wand of CLW (750 gp)
Which leaves Belledonna just under WBL by about 200 or so gp.

Hallit:
"Your tribe will know his worth."


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Brud keeps pace with Kaladin & Navi, maintaining his vigil against threats to the Oracle.

Move action, keep up with Kaladin
Held action to defend against attacks on Kaladin.


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Brud will maintain pace with Kaladin, using his action to defend against any attacks on the Oracle.


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Seeing his leader safely to the tower, Brud returns to the side of this strange new companion, where he holds fast, prepared to attack should the flying demon attempt to attack him once more.

Move action; close with Kaladin
Hold action to aid other: +2 to Kaladin's AC.


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Silently, Brud follows his leader.

Full round action; run to the door of the tower.


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Heartened by his leader's display of puissance, Brud charges forth from the vault to circle wide 'round the beast, drawing forth his sickle as he does so.

Move action; swing around Soltengrebbe to just outside of the Unhallow effect template & 10' away from it; prepping to 'Aid another' either Konny or Victrix on their attacks next round.


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Brud stepps back, loosing an arrow at the beast as he does so.

5' step away from the Chimera
Longbow attack (w Deadly Aim: 1d20 + 3 ⇒ (18) + 3 = 21, longbow arrow damage: 1d8 + 2 ⇒ (3) + 2 = 5 piercing.


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Calling upon the wrath of Nature against such abominations, Brud enfolds himself in the protection of the trees.

Cast Barkskin on himself.


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

"Waugh!" Brud cries as he quickly follows his people's spiritual figurehead into the fray. At the doorway, he points an accusatory finger at the Shaodw which took a swipe at Belledonna, spitting forth his own 'magic words'.

Move action, move to present location
Standard action; cast faerie fire on red.

Huh, I thought faerie fire gave them a neg to their AC...
Ah well.


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Brud's spells for today: Orisons: Create Water, Detect Poison, Purify Food & Drink, Stabilize
1st: Faerie Fire x 4
2nd: Barkskin x 3
3rd: Remove Disease x 2

Upon learning of the night's depredations, Brud opts for a more defensive selection of spells.


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Taking advantage of the lull in combat, Brud soars along on the updrafts to surveil the opposing force.

This presupposes that Brud remains among the conscious. I didn't notice a post mentioning his fall, so I am acting accordingly.
Perception: 1d20 + 10 ⇒ (7) + 10 = 17


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Seeing the potential harm to be wrought by these fiendish Aurochs, Brud calls upon the power of the Green, transforming himself into an Eagle.

Standard action: Wildshape into Eagle.


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Eyes narrowed, Brud looses two more arrows at the demon worshiping traitor.

Longbow attack: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24, if that hits, Longbow damage: 1d8 ⇒ 2 piercing
Hasted Longbow attack: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17, if that hits, Longbow damage: 1d8 ⇒ 1 piercing

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