Primal Companion Hunter

Desh Greyskin's page

651 posts. Organized Play character for Eben al'Jol.


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Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

Day Job; Profession (Trapper): 1d20 + 6 ⇒ (18) + 6 = 24

... 20g

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

So if we split the vote, do we get to see them fight to the death? Cause that could be epic. :D

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

Desh realizes he must actually vote. He thinks about it as he regards the two sages, his face scrunched up in the pain of actual thought. Finally he shakes his head, "Life is change. Adapt or die. It's the way things are."

He nods to the Saphire sage, "Amenopheus."

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

And Garrett, right?

Congrats, winner(s)!

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

I was a fan of the rolls. Ive moved Desh on the map. Did that third attack go off? I need to know so I can track resources appropriately.

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

Dang. Okay, then. Mucho attacko’s.

Bolstered by Garrett’s support, Desh lays into the statue. Longtooth comes alive in his hands, carving into the strange stone creature with the legendary ferocity.

Attack in this order. Free attack > regular attack > Sudden Strike (-1 MP). If at any point it drops, ignore the remaining attacks and Desh rushes across the room to help Flyn. All attacks include Inspire Courage & Power Attack. First the Decisive Strike (which ignores DR)
Longtooth: 1d20 + 11 + 1 - 2 ⇒ (20) + 11 + 1 - 2 = 30 <— crit?
damage: 2d4 + 10 + 1 + 9 ⇒ (1, 2) + 10 + 1 + 9 = 23
crit confirm: 1d20 + 11 + 1 - 2 ⇒ (20) + 11 + 1 - 2 = 30
damage: 2d4 + 10 + 1 + 9 ⇒ (1, 1) + 10 + 1 + 9 = 22
.
Longtooth: 1d20 + 11 + 1 - 2 ⇒ (16) + 11 + 1 - 2 = 26
damage: 2d4 + 10 + 1 + 9 ⇒ (3, 4) + 10 + 1 + 9 = 27
.
Using 1 of Longtooth’s Legendary Power to improve this crappy roll.
Longtooth, Sudden Strike, Legendary Power: 1d20 + 11 + 1 - 2 + 1d6 ⇒ (6) + 11 + 1 - 2 + (5) = 21
damage: 2d4 + 10 + 1 + 9 + 2d6 ⇒ (2, 3) + 10 + 1 + 9 + (2, 1) = 28

Let me know if Desh drops this thing, and I’ll update Desh’s position for him going to support Flyn.

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

Desh nods, ”On it.”

He rushes across the room, drawing Longtooth and hacking at the thing’s legs.

Move and Power Attack. I’m including Sneak Attack in case we beat their initiative.
Longtooth: 1d20 + 11 - 2 ⇒ (10) + 11 - 2 = 19
damage: 2d4 + 10 + 9 + 2d6 ⇒ (4, 3) + 10 + 9 + (2, 6) = 34

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

Thanks a TON, Kohi.
Lesser Restoration: 1d4 ⇒ 3

Appraise: 1d20 - 1 ⇒ (7) - 1 = 6
Intelligence: 1d20 - 1 ⇒ (16) - 1 = 15
Knowledge (Engineering): 1d20 + 3 ⇒ (14) + 3 = 17
Perception: 1d20 + 10 ⇒ (3) + 10 = 13; +2 vs traps

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

Oh, i could have sworn it was. :/

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

Kay, can you use Wild Arcana to cast Lesser Restoration on Desh? It will both remove Dex damage and remove fatigued. I'll owe you a coke.

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

no thanks. I'll let someone else do that.

Speakign of which, between our team spoils and Mythic abilities, any way to get this fatigue and Dex damage off Desh?

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

"It liked that. Someone else try it."

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

Wisdom: 1d20 + 2 ⇒ (17) + 2 = 19

"It's curious about us," Desh says with a shrug.

He turns to the crystal. "I'm Desh. The last Ruby Sage died, but gave us her power so we could save them all from bad people. We're here to that."

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

Nope and nope.

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

Desh growls, but calms himself ... a bit. He regards the offending crystal.

"We are the ruby sage and we seek the Diamond Sage."

So, what do we have in the way of Restoration spells/scrolls/potions? Between the fatigue and the dex damage, Desh is 6 Dex down. I'm not a fan.

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

Desh staggers back into the room, looking balefully at the crystal.

Does it stop?

"Does it need to know what gem we got in us?"

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

Desh nods to the sage’s productive actions in finding the path. Then, he follows Naram forward, but pauses to scowl at the crystal. ”What’s it doin’ to our heads?”

Regardless of the answer, he steps towards and through the north door, helping to scout the way.

Perception: 1d20 + 10 ⇒ (3) + 10 = 13; +2 vs traps

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

Desh steps up to Kafar, scowling.

”Us bein’ friends ends if you keep stuff from us,” he growls, nodding to lump in the man’s britches. (Yep, you all heard that right.) ”We came for the gems. Give’em to me.”

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

With a hard look, Desh also provides his wand to get them healthy. He looks at Kohi, "Anything we can do about their poison?"

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

"We're not Consortium, dumb-asses." He says as he helps Flyndal disarm the two fools, "And we'll happily help you stick it to'em."

If necessary, Desh will Aid Another to Flyndal's Disarm attempt.
Aid Another: 1d20 + 8 ⇒ (2) + 8 = 10

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

If you're referring to his speed, it's Mythic. Impossible Speed Champion ability (taken via Path Dabbling Trickster Ability).

Mythic Desh be fast!

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

Desh rushes forward, drawing his sap into his hand as he closes on Nefti.

"Always the hard way," he growls as he swings.

Move to the square to the right of Nefti (provoking an AoO vs CMD 24), drawing sap. Then power attack Nefti with the sap.
sap: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24
1 is real: 1d2 ⇒ 1
nonlethal damage: 1d6 + 5 + 4 ⇒ (4) + 5 + 4 = 13

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

If Flyn's attempt is unsuccessful...

Desh surges ahead, digging into his newfound power to dash across the narrow path with inhuman grace.

Using Mythic Power for Aganst All Odds for an auto-success.

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

As Narad extricates himself from the quicksand, Desh sniffs around the edges to find a different path.

Survival: 1d20 + 8 ⇒ (3) + 8 = 11

Boo! Of course Desh is the first fail.

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

Id agree, but Flyn being fatigued means no rage. Which kinda sucks for him if we get into a big fight. I say he gets a priority vote.

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

Back at the behir, Desh sniffs around, trying to see if there's an edge to be gained on their quarry.

Survival: 1d20 + 8 ⇒ (10) + 8 = 18

And some Fort saves
Fort DC 15: 1d20 + 5 ⇒ (14) + 5 = 19
Fort DC 16: 1d20 + 5 ⇒ (17) + 5 = 22

Depending on everyone's saves (and their effects), we may think of resting, even if it means losing some advantage.

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

Includes Inspire, Flank, Mythic Power Attack, and Sneak Attack
Longtooth, free attack: 1d20 + 10 + 1 + 2 - 2 ⇒ (17) + 10 + 1 + 2 - 2 = 28
damage: 2d4 + 7 + 1 + 9 + 2d6 ⇒ (4, 2) + 7 + 1 + 9 + (5, 6) = 34

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

Desh recovers from his surprise, then bursts into motion. He rushes around the behir, lightning-fast footfalls kicking up little dust clouds as he circles his opponent. Longtooth lashes out as the half-orc rounds the creature, then he slides to a halt on the far-side of the behir.

Full Action to Spring Attack,making the attack once he’s on the right edge of the behir’s area. Rolls include: power attack, Inspire Courage +1. He'll end on the top square of the behir's right edge (map updated).
Longtooth: 1d20 + 10 + 1 - 2 ⇒ (16) + 10 + 1 - 2 = 25
damage: 2d4 + 7 + 6 + 1 ⇒ (4, 2) + 7 + 6 + 1 = 20

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

"Or something really, really poisonous?"

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

Baaaaaaaaah!

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

Perception: 1d20 + 10 - 4 ⇒ (15) + 10 - 4 = 21
Heal: 1d20 + 2 ⇒ (12) + 2 = 14

Should i just reference Flyn's spoiler above?

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

Happy T-Day! May your rolls be warm and your naps deep and plentiful.

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

"What the hells is a death worm?" Desh grunts as he peer down into the darkness. "And how do we kill one?"

Perception: 1d20 + 10 ⇒ (14) + 10 = 24; +2 vs traps

The trail goes this way, right? If so, Desh creeps forward into the tunnel, hoping to catch scent of any threats before they ambush his team.

Also, DM, still waiting on word no the fatigue. is that gone now?

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

Dungeoneering, DC20: 1d20 + 5 ⇒ (14) + 5 = 19; screw you, dice. That's just mean.

Survival, DC20: 1d20 + 8 ⇒ (3) + 8 = 11

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

Also, I have it in my head that Desh is fatigued. Is that true? Did the healing fix it?

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

Strength, crowbar, #1: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
Strength, crowbar, #2: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Strength, crowbar, #3: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
Strength, crowbar, #4: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
Strength, crowbar, #5: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Strength, crowbar, #6: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10

Desh gets out his crowbar."Screw this. Flyn, give me a hand."

Or some AA rolls. :)

EDIT: and if that doesn't work, let's just go around.

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

I see no reason not to try to Disable it. But Desh is happy either way.

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

"Nice," grunts Desh as he follows the silver crusader, doing his best to help safely bypass the door.

Perception to spot traps/dangers on the door. Then Desh's Aid Another to Narad on any necessary Disable Device rolls is an auto-success
Perception: 1d20 + 10 ⇒ (9) + 10 = 19; +2 vs traps.

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

I believe my AA was for the Survival attempt to find tracks.

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

"I don't think the akata got Nefti," Desh mutters from where he struggles to pick up any prints, "could turn into a recruitment."

Aid Another it is. Thanks. :)

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

Desh pokes through the akata's stomach contents with a dagger, looking for any evidence of Nefti himself.

Not sure what the appropriate skill is for that. If heal is more appropriate, Desh only has a +2 in that.
Perception: 1d20 + 10 ⇒ (2) + 10 = 12

Then the half-orc circles the room, nose to the ground as he looks for any remaining tracks that might help them determine where their quarry went next.

Survival: 1d20 + 8 ⇒ (5) + 8 = 13

.... and the dice karma continues.

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

Apparently Desh's dice like to reinforce his build ... good-to-great on attack rolls, crappy on save rolls.

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

Desh helps the team wrap up the fight, then finds an opportunity to ask Garrett and Kohinoor for some healing.

Using his own wand.
Wand of CLW, x4 charges: 4d8 + 4 ⇒ (1, 5, 1, 4) + 4 = 15

He surveys the battle sight, his tone impatient. "Anything else we need to do here? Our trail gets colder by the minute."

Also, how do we remove this fatigue?

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

Will, Mythic Inspire: 1d20 + 8 ⇒ (3) + 8 = 11

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

"What is this thing?" growls Desh as he dodges past its defenses and hacks a vicious slash into its exposed flank.

Full-round to Spring Attack, taking Desh around the south of the critter, attacking from flank, then coming back around to end in the square to its south (if that square is inaccessible, have Desh attack from the nearest possible, and remove the flank and sneak attack). Attack includes: Inspire, flank, power attack, sneak attack.
Longtooth: 1d20 + 10 + 1 + 2 - 2 ⇒ (19) + 10 + 1 + 2 - 2 = 30 <— CRIT?
damage: 2d4 + 7 + 1 + 9 + 2d6 ⇒ (4, 4) + 7 + 1 + 9 + (4, 6) = 35
crit confirm: 1d20 + 10 + 1 + 2 - 2 ⇒ (12) + 10 + 1 + 2 - 2 = 23
damage: 2d4 + 7 + 1 + 9 ⇒ (4, 3) + 7 + 1 + 9 = 24

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

Narad, you and me can quit our scout posing. Flyndal has a Stealth modifier of +116.

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

Just now looked up the akata (since I killed it) ... talk about overkill. O.o
I guess there's nothing wrong with flexing a little mythic muscle. :)

Also, Desh's initiative is +6. I had failed to update it in the stat-line when I applied his mythic tiers.

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

Desh ignores the effects of the tiring hike to focus on these new prey, specifically the one hounding Kay. The half-orc risks the Akata’s infectious bite to get into flank, drawing Longtooth over his shoulder on the way. Then he hacks into the creature, drawing on his newfound powers to deliver two vicious attacks.

"I got this one, Flyn!"

Move to flank with Kay (drawing an AoO vs. an AC of 24). Then use a Mythic Power to activate Surprising Strike (w as a swift action. Then attack as a standard. (all attacks modified for Inspire, Flank, Mythic Power Attack)
Surprising Strike (against flat-footed, bypasses all DR)
Longtooth, Surprising Strike: 1d20 + 10 + 1 + 2 - 2 ⇒ (20) + 10 + 1 + 2 - 2 = 31 <— CRIT?
damage: 2d4 + 8 + 1 + 9 + 2d6 ⇒ (3, 1) + 8 + 1 + 9 + (2, 2) = 26
crit confirm: 1d20 + 10 + 1 + 2 - 2 ⇒ (14) + 10 + 1 + 2 - 2 = 25
add’l damage: 2d4 + 8 + 1 + 9 ⇒ (3, 4) + 8 + 1 + 9 = 25

Standard attack
Longtooth: 1d20 + 10 + 1 + 2 - 2 ⇒ (12) + 10 + 1 + 2 - 2 = 23
damage: 2d4 + 8 + 1 + 9 + 2d6 ⇒ (2, 2) + 8 + 1 + 9 + (2, 1) = 25

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

Dubgeoneering: 1d20 + 5 ⇒ (18) + 5 = 23

Desh points. "An Akata. Bad poisonous bite. Hit it with salt water if you have it!"

Grand Lodge

HP 39/39 | AC 21 CMD 22 | Fort +5 Reflex +8 Will +4 | Perception +10 (+12 vs. traps) Initiative +3

Desh nods and leaves. In a surprisingly short time, he's back with two backpacks. Despite their bulk, he handles both easily.

"Ready."

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