Sajan

Chaytah "Rock" Dives Like Rock's page

22 posts. Alias of Nazard.


RSS


HP: 8/8; AC 11 (touch 11, FF 10); CMD 16; F/R/W: +1/+1/+2 (+1 vs fear); Init: +5; Perc: +0;

”Caroline, please back away,” Rock says concernedly, prepared to physically grab her if she doesn’t move back immediately.


HP: 8/8; AC 11 (touch 11, FF 10); CMD 16; F/R/W: +1/+1/+2 (+1 vs fear); Init: +5; Perc: +0;

Knowledge Arcana or Nature: 1d20 + 6 ⇒ (5) + 6 = 11


HP: 8/8; AC 11 (touch 11, FF 10); CMD 16; F/R/W: +1/+1/+2 (+1 vs fear); Init: +5; Perc: +0;

Rock makes his way down to the dock and readies a mighty swing should the creature reappear.

Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Confirm: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 2d6 + 7 ⇒ (6, 6) + 7 = 19
Extra Damage: 4d6 + 14 ⇒ (2, 6, 1, 4) + 14 = 27

C’mon. Please reappear.


HP: 8/8; AC 11 (touch 11, FF 10); CMD 16; F/R/W: +1/+1/+2 (+1 vs fear); Init: +5; Perc: +0;

Pretty sure Rock hears THAT and will slide his way back down the path and towards the dock (presumably some sort of double move).


HP: 8/8; AC 11 (touch 11, FF 10); CMD 16; F/R/W: +1/+1/+2 (+1 vs fear); Init: +5; Perc: +0;

Perception: 1d20 ⇒ 2

Rock hears nothing and sees nothing, though presumably he will hear when the other folks cry out an alarm.


HP: 8/8; AC 11 (touch 11, FF 10); CMD 16; F/R/W: +1/+1/+2 (+1 vs fear); Init: +5; Perc: +0;

Once on land, Rock hefts his earthbreaker and looks about. He quickly checks to make sure his component pouch didn’t get too wet on the battle.

Rock starts to climb the sandy path, keeping low and will crawl the last few feet to the edge of the incline.

Perception: 1d20 ⇒ 19


HP: 8/8; AC 11 (touch 11, FF 10); CMD 16; F/R/W: +1/+1/+2 (+1 vs fear); Init: +5; Perc: +0;

”Besides, it would be more accurate to say you punched their faces,” Rock quips as he steadies the boat. With the instruction to get to shore, he puts his back into the oars and has the boar zipping across the waves.


HP: 8/8; AC 11 (touch 11, FF 10); CMD 16; F/R/W: +1/+1/+2 (+1 vs fear); Init: +5; Perc: +0;

Claw Attack, sitting: 1d20 + 5 - 2 + 1 ⇒ (7) + 5 - 2 + 1 = 11

Rock grips the side of the boat as it sways wildly, and he reaches out at the remaining creature. His hand turns into a nasty claw just before contact, but it doesn’t likely penetrate the creature’s hide. The claw lingers for a few seconds afterwards.


HP: 8/8; AC 11 (touch 11, FF 10); CMD 16; F/R/W: +1/+1/+2 (+1 vs fear); Init: +5; Perc: +0;

Initiative: 1d20 + 5 ⇒ (4) + 5 = 9


HP: 8/8; AC 11 (touch 11, FF 10); CMD 16; F/R/W: +1/+1/+2 (+1 vs fear); Init: +5; Perc: +0;

Perception: 1d20 ⇒ 15

Rock puts his back into the oars and the lifeboat is soon zipping across the water towards shore.


HP: 8/8; AC 11 (touch 11, FF 10); CMD 16; F/R/W: +1/+1/+2 (+1 vs fear); Init: +5; Perc: +0;

Rock silently follows Ramona to the aft area. He stiffens as he sees that Talan has been included in the group, but sets his jaw and continues on anyway. He crosses his massive arms over his equally-muscled chest: the shirt he's now wearing for the first time in weeks feels strange to the touch, and he twitches as Ramona explains the problem. Having a closer second look through the spyglass, he returns the instrument, saying simply, "Could be Chelish pirates," without taking his eyes of Talan.


HP: 8/8; AC 11 (touch 11, FF 10); CMD 16; F/R/W: +1/+1/+2 (+1 vs fear); Init: +5; Perc: +0;

Apologies, I kept putting this off because the game hadn't started, only it has! Getting caught up now.

Important Colonists:

Ramona: Rock is a dutiful and respectful young man, who would be nothing but polite and obedient to the leader of the colony. He also envies her strong will and the control of her emotions she demonstrates.
Lyra: Rock really has little in common with the map-maker, but he loves geography and maps. He has spent several hours pouring over her maps of the islands, trying to memorize the details of every one.
Perrel: Rock really has nothing in common with the historian. He's a smart young man, but his book knowledge is limited to arcane mysteries and an academic knowledge of plants and animals, not history.
Eamon: Rock respects Erastil and by extension his representative on the voyage, but he hasn't revered the god of the hearth and home since he lost his. Father Caranth has been working with him to get past his anger and loss, to find for himself a new home and family with the colonists.
Kurvis: Rock is polite to the Abadaran, because that's his nature, but otherwise uninterested in any sort of relationship with the man or his god.

Rock's Personal Colonists:

Anya: Rock is happy to discuss times of home with the Shoanti, and agrees that these southlanders are soft, but depending on her Quah, he won't get too friendly. Rock's home village was fairly conservative, and although his mind was opened during his time at the Koradan monastery, the old grudges are buried deeply.
Carver: Initially, Rock finds this stranger's interest in his story impertinent, but over several weeks, the old soldier wears him down, and Rock realizes that the man is just curious. When he seems to sincerely empathize with the young man, he tells more of his story, admitting first to being a wizard, so he tells the story of the Koradan monastery and the wizard he met there, and during the last two nights of their voyage, finally opens up about his loss and the cave of Azlanti artifacts. At Carver's presumed sudden interest in that detail, Rock shuts down again. He probably would have opened up and told him more, but they arrived at the colony.


HP: 8/8; AC 11 (touch 11, FF 10); CMD 16; F/R/W: +1/+1/+2 (+1 vs fear); Init: +5; Perc: +0;

Something seems to have gone wonky with the gameplay thread. I dotted but never saw the dot appear and was unable to delete it, but I have this game on my campaign tab like it should be. I'm wondering if GM dotted and deleted when he created the gameplay thread, which might be confusing the software a bit.

I love the herbalist variant of the bond. Any time I've wanted to play a non-animal companion druid, I've never had a GM willing to allow it. It has cool RP value and interesting mechanics. Will Caroline be doing lots of foraging in the woods, picking up strange seaweeds, scraping lichen off of things, etc.?


HP: 8/8; AC 11 (touch 11, FF 10); CMD 16; F/R/W: +1/+1/+2 (+1 vs fear); Init: +5; Perc: +0;

Rock has the Disable Device skill for opening doors and locks: it’s called a 20 Strength and an earth breaker.

Given that Rock could make good use of the mending spell, he might be viable as a sunder specialist.


HP: 8/8; AC 11 (touch 11, FF 10); CMD 16; F/R/W: +1/+1/+2 (+1 vs fear); Init: +5; Perc: +0;

Milestone is fine for me, too. Tends to work better with adventure paths and negates the temptation to unnecessarily explore every nook and cranny because players don’t want to miss some scrap of xp.

Rock uses traditional Shoanti naming conventions. As such, nobody on board would know of his birth name of Chaytah. He introduces himself as Dives Like Rock, but allows friends to call him Rock (because typing out Dives Like Rock all the time is annoying).

Talan is not a friend. A Chelish academic who studies Azlanti culture was responsible for wiping out his whole village and his purpose in getting on this expedition is a little old-fashioned revenge. Rock isn’t going to blame Talan for that personally and he will work with him if he has to, but it’s going to take a long time for Rock to trust or like him.


HP: 8/8; AC 11 (touch 11, FF 10); CMD 16; F/R/W: +1/+1/+2 (+1 vs fear); Init: +5; Perc: +0;

When we get to underwater, Rock will obviously be polymorph into firms with water breathing and swim speeds: I haven’t looked into the optimal forms, but I imagine some sahuagin shenanigans may ensue.

Ooh. Say that five times fast!


1 person marked this as a favorite.
HP: 8/8; AC 11 (touch 11, FF 10); CMD 16; F/R/W: +1/+1/+2 (+1 vs fear); Init: +5; Perc: +0;

GM, can we have a gameplay thread to dot and delete in, so that this game shows up in campaign tab?

In the beginning Rock will smash things with his enormous hammer, and he has three main tricks up his sleeves: enlarge person to give himself reach if he can hide behind someone tanky, mage armour for when he’d have to wade into things, and obscuring mist for when they all need to beat a retreat. Ideally, he’d prefer to use max one per combat encounter. He can place the enlarge person on punchy dwarf sometimes also.

His familiar is a flier, and so hopefully will be soon able to drop some alchemical goodies from above. Screaming Arrow is a mascot familiar, which means eventually everybody will be able to communicate with him, share spells, or deliver touch attack spells through him.


2 people marked this as a favorite.
HP: 8/8; AC 11 (touch 11, FF 10); CMD 16; F/R/W: +1/+1/+2 (+1 vs fear); Init: +5; Perc: +0;

Rock is ready to roll.


2 people marked this as a favorite.

Happy to be aboard (literally).

Rock will happily get into melee with friend Baern while listening to Kriznox’s inspiring tales, and enjoying the magical support of the wise and gentle Caroline.

Talan will be very useful on this trip: ships should always come with spare anchors.


Rock is finished, including stats for Screaming Arrow, his pterosaur familiar.


1 person marked this as a favorite.
DM Yttras wrote:

Here's an update for all of you:

List of Submissions

Done or Mostly Done
Alexio Casara (Ironperenti)
Alexandr Seregejevich Kerensky (mightypions)
Luimener (hustonj)
Mordeki (Herkmyr the Silly)
Bethany Ramil (AceofMoxen)
Kriznox Haab (Mr. Minotaur)

Partly Done/Concept
Linnea the Diviner
rorek55
KingHotTrash
Aldizog
Mythicman19
Patrickthekid

You missed me. Typical tyrannical Chel...


Here is Nazard's wizard: Chaytah Dives Like Rock, though known simply as Rock.

I must admit this guy is the strangest wizard I've ever built. He will have some buffs in the beginning and his 20 strength and earthbreaker will allow him to fake being a warrior quite well. Eventually, he will gain the ability to polymorph into all sorts of useful forms and become a melee monster.