Blackjack

Col Avertin's page

284 posts. Alias of Gaming Ranger.


RSS

1 to 50 of 284 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Fort DC14: 1d20 + 2 ⇒ (7) + 2 = 9
"We need to get out of here," Col warns as he backs up and keeps getting weaker.


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Fort. DC 14: 1d20 + 2 ⇒ (9) + 2 = 11
Fort. DC 15: 1d20 + 2 ⇒ (3) + 2 = 5
crud!

Col stands there stunned.


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

round 2
Fort DC14: 1d20 + 2 ⇒ (1) + 2 = 3

Col know good advice when he hears it and slowly backs up as his strenght slowly drains from his body. He finds the wall and makes his way out toward the light.


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Trying to save his sling stones Col draws his rapier as he advances on the creatures and strikes out at one of them.
Attack: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d6 ⇒ 5


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

He looks to Ayko, "Does it matter what I heard? It has to be better then running into a bunch of insects." Shivering at the the thought of bugs.

Testily he continues, "Sounds like voices and rat squeaking down the othe hall. Much better then bugs right?


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Per west: 1d20 + 9 ⇒ (16) + 9 = 25

"Lets go west then," Col concludes.


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Sebastian, no!" col yells as he watches the undead creature grapple his comrade. He launches another stone at the creature.

Attack: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d6 ⇒ 5


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Holding his ground he launches another stone at the creature and replies to Ayako, "I think your right."

Sling Attack: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d6 ⇒ 3


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Col take another step away from the skeletal beast as he launches another stone. He yells encouragement to Sebastian, "Nice shot!"

Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d4 ⇒ 1 another 60 rounds and I'll destroy it

Provokes another AoO if it has 10' reach


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Col steps to the side of the Owlbear skeleton and launches another stone at the undead beast.

Attack: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d4 ⇒ 1

Col provokes AoO from owlbear


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Round 1

Col steps back, removes his sling and launces a stone at the Owlbear skeleton. He warns, "Ayako get out of there."

Attack: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d4 ⇒ 1


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

updated stayed with Investigator


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Sorry been busy, will update and post this evening (e.s.t)


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

"Yes, some light would be nice," Col responds as he peers into the passages.


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Col stays silent and shrugs his shoulders at Nadya's remarks, Someones gotta take the blame and she could very well be guilty.


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Thinking about dipping 1 level in Swashbuckler Inspired Blade and taking fenscing grace as my feat. I think this will help us in the damage department. GM Peachbottom how do you feel about this?


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

This is getting stranger by the moment, Col tells himself. "Why would we want to break her out?" Col asks.


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

"Back to the pit you crawled out of," Col yells as he lunges again at he creature.
Attack: 1d20 + 6 ⇒ (3) + 6 = 9
damage: 1d6 ⇒ 1


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

"It can talk," Col says surprised as he thrusts his rapier at the beast again.

Attack: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d6 ⇒ 3


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Whoops, it is a crit.
Crit.: 1d20 + 6 ⇒ (8) + 6 = 14
Dmg: 1d6 ⇒ 5


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Col stabs his rapier at the vile creature.

Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d6 ⇒ 1


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Heeding Ayako's words Col reaches into his belt pouch and quickly removes and drinks an extract. Drawing his rapier as he moves forward he yells to ht Hell Knight. "Look out behind you."

Long arm


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Out of the way fool or it will be you who gets broken," Col warns the impertinent knight as he shows the man his pseudodragon's mark.

Diplomacy: 1d20 + 10 ⇒ (5) + 10 = 15 not very diplomatic, total defense


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Dark business, Col thinks as he listens to his companions questions. As he listens to Keppira share her knowledge he considers ways he might be useful in the Warrens.


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Knowledge (Local) DC 15: 1d20 + 8 ⇒ (19) + 8 = 27
Knowledge (Local) DC 15: 1d20 + 8 ⇒ (8) + 8 = 16
Knowledge (Geography) DC 10: 1d20 + 3 ⇒ (17) + 3 = 20

Col asks Kroft, "Is there anything you can give us to help against undead we might encounter?"

Sorry busy Monday


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

knowledge (Local) DC10: 1d20 + 8 ⇒ (14) + 8 = 22
knowledge (Local) DC10: 1d20 + 8 ⇒ (2) + 8 = 10

Col admonishes the guards, "Make sure no harm comes to her. looking them in the eye he asks, "Where is Kroft?"


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Perception: 1d20 + 8 ⇒ (2) + 8 = 10
"Trinia the mob is gathering outside, if you know of another way out of here now is the time to tell us," Col pleads.


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Good question Col thinks as he monitors Trinia's response.

Sense Motive: 1d20 + 8 ⇒ (16) + 8 = 24


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

I like the wand idea


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

"Tie her up and gag her if we must," Col offers as he retrieves his rope. He considers for a moment, "Although we might have to fight our way out of the Shingles if we do tie her up. Lets try reasoning with her when she awakens."


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Will DC:14: 1d20 + 3 ⇒ (4) + 3 = 7

Col grabs his belly and starts laughing uncontrollably, "she looks up, ha, ha, ha!"


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Col sees Trinia in front of him and tries to grab her but like most women she slips through his arms.

Grapple: 1d20 + 1 ⇒ (1) + 1 = 2


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

I love chases, that means it will probably be over quick :(

Acrobatics DC20: 1d20 + 8 ⇒ (12) + 8 = 20

Col launches himself across the narrow surface thrusting his arms out for balance.

edit forgot my Armor check penalty -1 so I will use 1 inspiration
Inspiration: 1d6 ⇒ 1 Total


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

"I'll check on the girl crawling away," Col says as he moves toward the window. "Majenko lead the way please," Col asks. Col will climb out the window and attempt to catch up with the girl.


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Strength Check: 1d20 ⇒ 5
Col realizes there is no lock on the door and stands up. He puts his shoulder into the door and begins pushing to no avail. He looks expectantly to Sebatian, "Are you just going to watch. A little help would be nice."


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

"It never hurts to try," Col informs Ayako as he pulls out his lockpicks and trys to force the lock.

Disble Device: 1d20 + 10 ⇒ (6) + 10 = 16 Take 20 if I must


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Col approaches the door marked 42 and knocks. He says through the door, "Trinia, open up before the mob gets here."

Diplomacy: 1d20 + 10 ⇒ (13) + 10 = 23


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

"Boys, your project is going to have move. We don't have time to go around," Col informs the lads.

Diplomacy: 1d20 + 10 ⇒ (9) + 10 = 19


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

"If the likes of you are protecting here she needs our help more than she realizes, Col remarks to himself. "Now lads move aside or take us to Trinia before the mob gets here," Col informs the young men.

Diplomacy: 1d20 + 10 ⇒ (12) + 10 = 22


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Diplomacy: 1d20 + 10 ⇒ (12) + 10 = 22 Including +2 for medal
Inspiration: 1d6 ⇒ 2 Total =24

"We are trying to help Trinia and protect her from the mob," Col remarks. He considers his words for a moment and then adds, "What do think will happen to her if the mob gets their hands on her."


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

I am going to be on the road today and in meetings. I won't be able to post until this evening, feel free to bot.


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Knowlege (Local) DC:5: 1d20 + 8 ⇒ (7) + 8 = 15
Knowlege (Local) DC:5: 1d20 + 8 ⇒ (17) + 8 = 25

"Lets get going then," Col states. Along the way he shares what he knows about the shackles and Kalepopolis.


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Col pins his Pseudodragon's Mark to his right breast pocket as he readies himself to meet with the Field Marshal.


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

"We believe that the ettercap was behind the production of shiver and was using Devargo for his own sinister purposes," Col adds.

Later, Col rests in his bunk submitting to Ayako's skillful ministrations.


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

I agree about the ring, it is worth someone keeping, we can sell everything else.


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

"There will always be Devargo's in this world best we report back and mind our own business before it gets us killed," Col proclaims a bit surly.


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Happy new year!

Rest sounds good.


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Col fall to the floor in relief and thinks,[i]That was close. As he lays there he berates himself, [i]You're smarter than that, you shouldn't be rushing into unfavorable terrain. Next time let your enemies come to you. Finally he admits, "I not doing so well lets search this place and be done with it."


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Realized I missed an AAO
As Chittersnap rises from the ground Col lashes out with his rapier.

Attack: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d6 ⇒ 3


M Human Investigator(Empiricist)/2, Init.+4, Percp.+9 (+10 vs. traps) HP 9/24, AC 17 Fort+2, Ref+7, Will+3

Round 9
Col grasps his rapier in his weakened hands and hurriedly thrusts at Chittersnap.
Attack: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d6 ⇒ 5
Crit.: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d6 ⇒ 1
Thanks for rolling my save for me.

Full Name

Agnar Hrolfson

Race

Human (Ulfen)

Classes/Levels

Cleric 10

Gender

Male

Size

Medium

Age

30

Special Abilities

Aura of Good, channel energy (5d6) 6/day, domains, orisons

Alignment

NG

Deity

Erastil

Location

The Stolen Lands

Languages

Common, Draconic, Skald

Occupation

High Priest of Thronehold and Advisor to Baron Surtova

Strength 16
Dexterity 13
Constitution 14
Intelligence 11
Wisdom 20
Charisma 14

About Agnar Hrolfson

Height: 6'2" Weight: 210lbs Hair: Light brown Eyes: Blue

Init+1; Senses Perception +4
Base Atk+7/+2; CMB+10; CMD21
Saves Fort+9, Ref+5, Will+10
hp 65 current hp 65
AC 20, touch 12, flat-footed 19
(+6 armor, +1 deflection, +1 Dex, +2 shield) *AC 22, touch 14, flat-footed 21 w/ shield of faith
Melee longspear +10/+5 (1d8+4/x3) or short spear +10/+5 (1d6+3/x2) or
cold iron dagger +10/+5 (1d4+3/19-20) or 2 claws +10 (1d4+3/x2)
Ranged Skybolt +10/+5 (1d8+5/x3)
Base Atk +7/+2; CMB+10; CMD 21

Channel Energy: 5d6, 6/day Uses left today: 6 (Will DC 17)

Domains: Animal, Community

Domain Abilities: Speak with animals (Sp), 6 rounds/day (6 left)
Calming Touch (Sp) Heals 1d6+3 points of
nonlethal damage and removes the fatigued, shaken,
and sickened conditions. Useable 6 times/day
6 left
Unity (Su): At 8th level, whenever a spell or effect targets you and one or more allies within 30 feet, you can use this ability to allow your allies to use your saving throw against the effect in place of their own. Each ally must decide individually before the rolls are made. Using this ability is an immediate action. You can use this ability once per day at 8th level, and one additional time per day for every four cleric levels beyond 8th.

Animal Companion: Fang(Wolf) Size Large; Spd 50 ft.; AC 21, touch 13, flat-footed 18 (+2 Dex, +1 dodge, +8 natural, -1 size); hp 57; Fort +10, Ref +7, Will +4 (+8 vs enchantment); Attack bite +9 (1d8+9 plus trip); Base Atk +4; CMB +11; CMD 21 (25 vs. trip); Str 23, Dex 15, Con 20, Int 2, Wis 12, Cha 6; SQ low-light vision, scent; Skills Perception +13, Survival +10 (+14 scent tracking); Feat Dodge, Improved Natural Attack (bite), Skill Focus(Perception), Skill Focus (Survival); Tricks Combat Training (attack, come, defend, down, guard, and heel), fetch, seek, track

Skills: Handle Animal +7, Diplomacy +10, Heal +12 (+14 w/ healer's kit),
Knowledge(nature)+8, Knowledge(religion)+8, Linguistics +5, Perception +10, Ride +4, Survival +13

Feats: Clustered Shots, Extra Channel, Point Blank Shot, Precise Shot, Selective Channel, Self-Sufficient

Traits: Devotee of the Green, Pioneer

Spells: 0- create water, light, resistance, stabilize
1st- bless [D], divine favor, liberating command (DC 16), obscuring mist, remove fear, shield of faith
2nd- bull's strength*, lesser restoration, remove paralysis, shield other[D],silence (DC 17), spiritual weapon
3rd-- daylight, dispel magic, prayer[D], sacred bond, searing light

4th-- blessing of fervor, neutralize poison (DC 19), restoration, summon nature's ally IV (animals only)[D]
5th-- breath of life, flame strike* (DC 20), telepathic bond[D]
*already cast today

Equipment: light horse, bit and bridle, riding saddle, Skybolt (+2 thundering composite longbow [+4 Str]), kinbonded +1 composite longbow (attuned to Katerina--no soft cover (+2 Str), efficient quiver (loaded with 20 arrows, 20 alchemical silver arrows, 20 cold iron arrows, longspear, and short spear), cold iron dagger, +2 chain shirt, +1 buckler, ring of protection +1, headband of inspired wisdom +4, restorative ointment (5 doses), scroll of restoration, wand of lesser restoration (50 charges), backpack, bedroll, healer's kit(10 uses left), flint and steel, 50ft hemp rope, spade, wooden holy symbol, 3 flasks of acid, 2 flasks of alchemist's fire, 2 sun rods, 2 torches, waterskin, whetstone, 10 days trail rations, mess kit, iron pot, 2 gold bracelets (100 gp ea.), 11,945gp, 46sp, 23cp

Holy Symbol: This symbol allows a follower of Erastil to grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each plus your Strength modifier. You can use your claws for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive. Used: 0 rounds

Background:
Agnar grew up in the borderlands, a harsh life that taught him self-reliance, faith in Erastil, and the importance of family and community. He divided his time between hunting and providing spiritual guidance to his community. Recently, his village hosted a band of explorers headed south into the Stolen Lands. Hearing of their intent to explore the great, verdant wilds struck a chord in Agnar. He longed to not just trek into the wilderness for sustenance, but to throw himself wholeheartedly into the wilds. Here was a grand adventure: to survive in the wilderness with nothing but himself, a band of stalwart companions, and the watchful gaze of Old Deadeye to protect him. A grand adventure, indeed.