Caravan Guard

Djorn's page

242 posts. Organized Play character for EbonFist.


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Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

The Shield Master feat makes it worthwhile for me. It lets you add your shield bonus to your attack and damage with the shield so for cheaper than it costs to upgrade a weapon's bonuses you can get a bonus to your AC, attack rolls and damage rolls and if you take the Weapon and Shield Combat Style for the Ranger, you can pick it up at 6th level instead of 11th.

I kept my shield light for the quickdraw feat to work out but if you made it a heavy bashing shield with spikes you could use it as your primary and it would have a damage output better than most one handed weapons since a spiked heavy shield does a d6 and Bashing causes it to do damage like a weapon 2 size categories larger (so 2d6.)

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'
I'm Hiding In Your Closet wrote:

Something occurred to me yesterday: Does ANYBODY around here have a "shield-bash warrior" type of character?

It just struck me as strange how there are actually a lot of nifty feats for shield-users, but I don't recall ever seeing anyone around here who'd really put effort into shield-fighting.

Me.

Though I'm split with throwing.

It's all about the shield.

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

No, no...the spoon produces food. It's just that normally the food tastes terrible and this particular spoon makes food that tastes decent and not like cardboard.

Granted, food is cheap so it would still take a long time for it to pay itself off.

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

I suspect items like that become more valuable in games with nitpicky GMs (and not in Society Play.)

I can carry 20 pounds of food to hopefully not die of starvation before I ever even see the dragon holding the princess...or I can carry a spoon that generates enough food to keep me alive but with oatmeal that literally tastes like cardboard.

As opposed to you get off the boat, go beat up some people on the shadow plane and are back at the lodge in time for dinner.

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

I'm for keeping up the alliance...for no real reason.

My chronicle looks good.

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

"I don't think Nigel is to blame for what happened or that there was even malicious intent on his part. I think he doesn't like the Pathfinder Society, though, so anytime he has an excuse to blame us for anything, he takes it. You probably need your own investigators for situations like this rather than depending on us to do it or on Nigel to do more than curate the museum."

He grins wolfishly. "And you have a hard task ahead. Your cousin? Aunt? Whatever she is blames the family that stayed behind for sending her over. I don't think you actually sent anyone over but I don't know if she's going to consider that a good first step or an insult to the suffering she feels like she's had."

I think they were honest mistakes.

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

Djorn steps into a more advantageous position, then gives up some of that advantage in trying to keep from killing the woman.

+1 Silvered Warhammer plus Flank minus NonLethal: 1d20 + 10 + 2 - 4 ⇒ (2) + 10 + 2 - 4 = 10
Silver Bashing: 1d8 + 3 ⇒ (7) + 3 = 10

+1 Silvered Warhammer plus Flank minus NonLethal: 1d20 + 5 + 2 - 4 ⇒ (18) + 5 + 2 - 4 = 21
Silver Bashing: 1d8 + 3 ⇒ (7) + 3 = 10

+2 Bashing Spiked Shield plus Flank minus NonLethal: 1d20 + 11 + 2 - 4 ⇒ (17) + 11 + 2 - 4 = 26
Bashing or Piercing: 1d8 + 2 ⇒ (8) + 2 = 10

+2 Bashing Spiked Shield plus Flank minus NonLethal: 1d20 + 6 + 2 - 4 ⇒ (3) + 6 + 2 - 4 = 7
Bashing or Piercing: 1d8 + 2 ⇒ (4) + 2 = 6

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

Djorn hurries to join Dru while they have some idea of where their opponent is. He jabs his shield with its spiked edge at the blurry outline.

+2 Bashing Spiked Shield: 1d20 + 11 ⇒ (19) + 11 = 30
Bashing or Piercing: 1d8 + 2 ⇒ (1) + 2 = 3

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

Djorn calls down a curse from a god none of the others have ever heard of as the impossibility of the situation becomes apparent.

He starts swinging blindly again.

+1 Silvered Warhammer: 1d20 + 10 ⇒ (12) + 10 = 22
Silver Bashing: 1d8 + 3 ⇒ (8) + 3 = 11

+1 Silvered Warhammer: 1d20 + 5 ⇒ (9) + 5 = 14
Silver Bashing: 1d8 + 3 ⇒ (6) + 3 = 9

+2 Bashing Spiked Shield: 1d20 + 11 ⇒ (11) + 11 = 22
Bashing or Piercing: 1d8 + 2 ⇒ (1) + 2 = 3

+2 Bashing Spiked Shield: 1d20 + 6 ⇒ (7) + 6 = 13
Bashing or Piercing: 1d8 + 2 ⇒ (4) + 2 = 6

Starting in the square north of Aiden and going clockwise to the next three.

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

"Ow! Aaah..." Djorn exclaims as he is seriously scorched then healed in rapid order.

"Anyone got any magic to deal with this?" he asks.

"Or do we have to do it the hard way?"

He demonstrates the hard way by stepping in the direction the bolt came from and swinging hammer and shield in careful guesswork.

+1 Silvered Warhammer: 1d20 + 8 ⇒ (10) + 8 = 18
Silver Bashing: 1d8 + 3 ⇒ (4) + 3 = 7
+1 Silvered Warhammer: 1d20 + 3 ⇒ (6) + 3 = 9
Silver Bashing: 1d8 + 3 ⇒ (7) + 3 = 10

+2 Bashing Spiked Shield: 1d20 + 11 ⇒ (4) + 11 = 15
Bashing or Piercing: 1d8 + 2 ⇒ (7) + 2 = 9
+2 Bashing Spiked Shield: 1d20 + 6 ⇒ (1) + 6 = 7
Bashing or Piercing: 1d8 + 2 ⇒ (1) + 2 = 3

Each swing is into a different square starting with the one diagonal down and to his right and going up then left, but if he connects with one he'll put the rest into the same space. I'll leave the miss chance rolls to you so I won't know if that's why I missed or if I swung into the wrong space.

"Give up and we'll let you go. Make us hunt you down and you're not walking out of here," he calls out ominously to their invisible attacker.

Intimidate: 1d20 + 4 ⇒ (13) + 4 = 17

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

Djorn doesn't like the fact that he can't see who shot out that beam of heat. He also doesn't like the burst of cold that comes at him.

There's not much he can do about the former but he does what he can to avoid the latter.

Reflex: 1d20 + 9 ⇒ (16) + 9 = 25

He rushes at the green golem, figuring Dru needs up close back up while Patros and Aiden can handle the (very cold) wetwork needed on the blue.

His movement provokes to get him where he is.

His opening volley has left him with a gap in the icy armor for him to swing at when he gets next to the creature and he slams his shield against it, causing the alchemists fire to burst, assuming he hits.

+2 Bashing Spiked Shield plus Opening Volley: 1d20 + 11 + 4 ⇒ (16) + 11 + 4 = 31
Bashing plus Fire: 1d8 + 4 + 1d6 ⇒ (7) + 4 + (4) = 15

And the fires from the first vials of alchemical substances still burn.

Green Fire Damage: 1d6 ⇒ 3

Blue 1 Fire Damage: 1d6 ⇒ 2
Blue 2 Fire Damage: 1d6 ⇒ 6

And he preps to punish the golem if it hits one of his allies.

Skirmisher Trick Vengeance Strike:
The ranger can use this trick as an immediate action when an enemy adjacent to him hits an ally with a melee or ranged attack. The ranger can make a single melee attack at his highest base attack bonus against the creature who attacked his ally.

+2 Bashing Spiked Shield: 1d20 + 11 ⇒ (14) + 11 = 25
Bashing or Piercing: 1d8 + 4 ⇒ (2) + 4 = 6

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

Per the information I found above, my understanding is that I target the creature's touch AC and do damage to it if I hit but, because it is larger than medium I have to pick one of its squares to determine splash damage from. The target wouldn't take any splash damage but neither would any targets not adjacent to that square. If that's the case, I pick the square furtherest away from my teammates which should keep them out of the splash zone.

If that's not the case, I'm still cool with it, it's just not going to be as effective as I thought. I would still aim so that a hit wouldn't splash onto my teammates and still keep the same actions.

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

I decided to not be lazy and found this - If the target is Large or larger, you choose one of its squares and the splash damage affects creatures within 5 feet of that square.

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

So...if I'm targeting a creature larger than Medium size does the splash affect everyone within 5 feet of the creature or within 5 feet of the center of the creature or within 5 feet of one of the squares the creature takes up?

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

"Giant men made out of ice?! If only we had recently found something that would be particularly effective against creatures made of ice...oh wait..."

Djorn steps up and then 2 flasks of alchemist's fire go flying toward each of the ice golems.

Alchemists Fire (Ranged Touch Against Green) PBS, 3rd Range Increment: 1d20 + 9 - 4 ⇒ (3) + 9 - 4 = 8
Fire: 1d6 ⇒ 1
Alchemists Fire (Ranged Touch Against Green) PBS, 3rd Range Increment: 1d20 + 4 - 4 ⇒ (9) + 4 - 4 = 9
Fire: 1d6 ⇒ 5

Alchemists Fire (Ranged Touch Against Blue) PBS, 3rd Range Increment: 1d20 + 9 - 4 ⇒ (9) + 9 - 4 = 14
Fire: 1d6 ⇒ 5
Alchemists Fire (Ranged Touch Against Blue) PBS, 3rd Range Increment: 1d20 + 4 - 4 ⇒ (17) + 4 - 4 = 17
Fire: 1d6 ⇒ 3

Targeting the creature's square diagonal from my allies in each case to avoid splash and here are the scatter checks if either of the ones against Green go astray.

Scatter 1: 1d8 ⇒ 4
Scatter 2: 1d8 ⇒ 6

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

Mists of Mwangi is one of three scenarios in this character's early career where he came within a round of dying.

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

Djorn did Mists, too. Being Monkeyfied wasn't so bad. It might have saved his life, actually.

Djorn also remembers this room from a previous visit. His mind breaks for a moment then he winces and gags a bit as he realizes the miscommunication.

Though he has no particular skill with traps, he'll check the door for any obvious signs of danger.

Check that door for heat: 1d20 + 10 ⇒ (11) + 10 = 21

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

"Always nice to have another member of the Society," Djorn says, thinking that Hats probably isn't even the strangest one.

As they pick up the various chemicals in the room, he grabs a couple of the acid flasks, a couple of the alchemist's fires, a couple holy waters and one each of all the rest (and will pick up anything that others don't claim if the rest of the party isn't interested.)

He takes a moment to unlimber his shield and opens up the mechanism on the front before slipping one of the alchemist's fire into his breakaway boss then locking it in place.

"Across the hall?" he suggests, heading toward yellow.

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

Hey! Hats! I love this guy!

Shadow Hunter winces at the smell and reaches for weapons. But as the creature makes conversation and not attacks, he lowers his hands.

"Yes. It's very nice. We're here to investigate the Onyx Alliance and their activities. If you're not with them, then...we just need information, if you have any."

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

"Well, what we're looking for isn't here, so..." Djorn heads for the door to the east.

He waits for an indication that there is no traps before opening it.

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

Djorn grumbles as he gathers up his much larger projectiles that did much less damage. "Shoulda been an archer," he mutters, though he knows he has no natural talent with bows.

"Nice shooting," he says to Nali, nonetheless.

He keeps his magic javelin and a dart in hand as they approach the red door.

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

Djorn sees Patros' results and has little desire to get gored, himself. The tricerabtops may not be fast enough to get two people coming at it, but then again, it might be.

So, instead of stepping up, he steps back. His hands fly to the quiver on his back and snap forward just as fast, sending 4 projectiles at his target.

+1 Javelin plus Precise Shot (PBS): 1d20 + 12 + 1 ⇒ (3) + 12 + 1 = 16
Piercing: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Javelin plus Precise Shot (PBS): 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
Piercing: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Throwing Axe plus Precise Shot (PBS) minus Range Increment: 1d20 + 11 + 1 - 2 ⇒ (8) + 11 + 1 - 2 = 18
Slashing: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3

Dart plus Precise Shot (PBS): 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Piercing: 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3

This would all look a lot cooler if the dice would cooperate...

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

Djorn shrugs. "You've got the wrong crew to make any decisions here. It's not as though anyone's going to listen to us. But I'll be happy to pass your message along."

He eyes the tricerabtops. "Since you know what's coming, I suppose we don't have to feel guilty about breaking your nice things?"

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

Were we waiting for everyone to get placed on the map before the trirabitops come to life or do we need to move forward to trigger them? This inspires me to write an adventure with statues and dummies everywhere and none of them come to life.

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

"I've been to this place enough times to know THOSE are going to animate," Djorn says, when he sees the stuffed dinosaurs.

To that end, he activates the light function on his wayfinder and pulls out a javelin and dart in preparation for what he's sure is coming.

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

"We have an important favor to ask of you, sir," Djorn says to the golem, figuring it will be easier to get it to do what they want if he feeds its delusion.

"One of our leaders is here and we can't protect him because we have an important mission to perform. We humbly beseech you to watch over him while we are away."

Take him back to Drang, is my vote.

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

Djorn is relieved when they get the golem without a fight. Night hags seemed like the sort that wouldn't necessarily help one of their own out. But they also seemed like the sort that would just to get the one they helped under their thumb and there were an awful lot of people in the market that could have come running.

He's more than a little nonplussed as the golem not only shows that its devious but also speaks.

"Uh...yeah...linnorms to fight..." he says before shaking his head.

"So that's two down, two to go," he continues to the party.

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

"You poor thing. If you have to ask, you're in so much more trouble than you realize," Djorn replies.

Intimidate (Aid): 1d20 + 4 ⇒ (2) + 4 = 6

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

"Yeah...no...no soul trading. There has to be something else we could offer or get that you could then trade for a soul. I mean, you're selling that so there must be other things you're interested in selling," Djorn says, just in case anyone was looking at him to make the deal.

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

"I'm pretty sure what we're looking for is that," Djorn says, joining the conversation and pointing a finger past her at the golem.

"It was stolen from a fri...acquaintance of ours and he wants it back."

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

This doesn't seem like the kind of place (or plane) where it's a good idea to go wandering off by yourself.

To that end, Djorn keeps close to Aiden and Dru as he looks around for the Night Hag and the golem they're looking for.

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

"Well, I suppose we can let you go this one time. But if we do hear that you've spoken of this or if we see you again, we're not going to be so gentle."

Djorn pulls a javelin out of his quiver. "And I should point out, I'm MUCH better at throwing things than I am at swinging things."

He won't untie any of them unless others in the group agree.

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

"And just who is that employer?" Djorn asks, twirling his hammer thoughtfully as he joins the rest of the group in the main square. There's quite a pile of downed but not dead kayal around here.

Intimidate: 1d20 + 4 ⇒ (2) + 4 = 6

"I've got some questions for you, too," he says to Kalaster, though not quite so threateningly.

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

I think yellow sets off my readied attack.

"Where do you think you're going?" Djorn says as the not so mellow yellow fellow tries to get away. He swings at him with hammer and shield, again.

+1 Silvered Warhammer minus NonLethal: 1d20 + 10 - 4 ⇒ (4) + 10 - 4 = 10
Silver Bashing: 1d8 + 3 ⇒ (2) + 3 = 5

+1 Silvered Warhammer minus NonLethal: 1d20 + 5 - 4 ⇒ (18) + 5 - 4 = 19
Silver Bashing: 1d8 + 3 ⇒ (6) + 3 = 9

+2 Bashing Spiked Shield minus NonLethal: 1d20 + 11 - 4 ⇒ (20) + 11 - 4 = 27
Bashing or Piercing: 1d8 + 2 ⇒ (5) + 2 = 7

Crit? +2 Bashing Spiked Shield minus NonLethal: 1d20 + 11 - 4 ⇒ (15) + 11 - 4 = 22
Bashing or Piercing: 1d8 + 2 ⇒ (6) + 2 = 8

+2 Bashing Spiked Shield minus NonLethal: 1d20 + 6 - 4 ⇒ (11) + 6 - 4 = 13
Bashing or Piercing: 1d8 + 2 ⇒ (3) + 2 = 5

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

"Like I said. I'm not bloodthirsty. But I've got my eye on you," Djorn says to Yellow. He keeps his warhammer at the ready.

Readied Attack if Yellow Attacks or Flees:

+1 Silvered Warhammer: 1d20 + 10 ⇒ (12) + 10 = 22
Silver Bashing: 1d8 + 3 ⇒ (8) + 3 = 11

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

"I don't know what you're talking about. I was just standing here and one of these guys jumped out and attacked me. That's not the way you start a conversation. I'm betting they hit and ran to weaken us then attack when they're ready. Or didn't realize how tough we were," Djorn says.

"But hey, I'm not bloodthirsty."

He modifies his strikes to incapacitate rather than kill.

+1 Silvered Warhammer plus Flank minus NonLethal: 1d20 + 10 + 2 - 4 ⇒ (12) + 10 + 2 - 4 = 20
Silver Bashing: 1d8 + 3 ⇒ (3) + 3 = 6
+1 Silvered Warhammer plus Flank minus NonLethal: 1d20 + 5 + 2 - 4 ⇒ (8) + 5 + 2 - 4 = 11
Silver Bashing: 1d8 + 3 ⇒ (3) + 3 = 6

+2 Bashing Spiked Shield plus Flank minus NonLethal: 1d20 + 11 + 2 - 4 ⇒ (11) + 11 + 2 - 4 = 20
Bashing or Piercing: 1d8 + 2 ⇒ (2) + 2 = 4
+2 Bashing Spiked Shield plus Flank minus NonLethal: 1d20 + 6 + 2 - 4 ⇒ (15) + 6 + 2 - 4 = 19
Bashing or Piercing: 1d8 + 2 ⇒ (6) + 2 = 8

Striking for non-lethal. And no fire damage.

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

"Oof!" Djorn says, as a flail catches him. He manages to twist his warhammer to prevent it from being yanked from his grasp, though.

"Two can play at that game," he says to the one that was behind him and takes a step to get him between himself and Aiden.

He swings with both warhammer and his equally dangerous shield.

+1 Silvered Warhammer plus Flank minus 2 Weapon Fighting: 1d20 + 10 + 2 - 2 ⇒ (4) + 10 + 2 - 2 = 14
Silver Bashing: 1d8 + 3 ⇒ (2) + 3 = 5

+1 Silvered Warhammer plus Flank minus 2 Weapon Fighting: 1d20 + 5 + 2 - 2 ⇒ (2) + 5 + 2 - 2 = 7
Silver Bashing: 1d8 + 3 ⇒ (3) + 3 = 6

+2 Bashing Spiked Shield plus Flank: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
Bashing or Piercing: 1d8 + 2 ⇒ (3) + 2 = 5

+2 Bashing Spiked Shield plus Flank: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
Bashing or Piercing: 1d8 + 2 ⇒ (5) + 2 = 7

I'm assuming the first shield bash hits. If it does, my breakaway shield boss works so the yellow guy takes a hit from the alchemist fire slotted in it.

Fire: 1d6 ⇒ 5

And next roundFire: 1d6 ⇒ 2

Djorn has the Shield Master feat so he isn't penalized for using another weapon when he makes a shield bash.

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

Quiet begins immediately and Djorn just nods in response to Nali's instructions.

He moves down one of the side alleys and over, drawing a javelin and dart and careful to keep to the shadows.

Stealth + Favored Terrain: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'
GM Watery Soup wrote:
If people don't have strong opinions on where to go, I'm also open to intructions like, "At every intersection, we'll take the right fork until we find something."

I'm good with that. If right isn't an option or isn't going to take us someplace new, then center (or center right if there are 4 or more options) then left.

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

Djorn follows in Aiden's footsteps, trying to remain unseen, as well.

Stealth plus Urban Terrain: 1d20 + 13 + 2 ⇒ (17) + 13 + 2 = 32

I put the urban favored terrain bonus in. If it's not valid, let me know. Everyone gets it, too and also on Perception checks for the hidden perception checks.

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

Djorn also has a Wayfinder.

"He basically has an impossible job. There is a ridiculous amount of incredibly dangerous stuff in this museum. The only place I can think of that has more dangerous stuff gathered in one place is the Grand Lodge. But we keep it all in carefully guarded vaults. You want to show it to the public.

"I don't think it's maliciousness or incompetence for what you ask him to do. I just think you need someone else to deal with the things he can't. Surely there's a wizard or scholar somewhere who could do the job."

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

Djorn makes sure to provide a few pointers to the group as they start to examine the acid more carefully.

Don't forget the +2 to Perception checks from Djorn, everyone.

He takes a look, himself.

Perception plus Favored Terrain: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

Probably worth mentioning - Djorn's Favored Terrain is Urban - +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival.

And he has Terrain Bond from his Guide Archetype so all my allies within line of sight who can hear me get the bonuses to Perception, Stealth, and Survival, too.

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

Once again, Djorn has none of the skills necessary to figure out what went on here. He keeps to the back of the group, looking at another, nearby installation while he waits for those more knowledgeable to figure out what happened.

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

Djorn has nothing to add to the investigation at this point. But he stands there looking thoughtfully as the others make some revelations, stroking his slightly unkempt goatee, thoughtfully.

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

"I can't say I fault somebody for tossing a fireball at 'advancing' golems," Djorn says when he hears the story behind the pile.

"Sounds like a 'melt or be killed' sort of scenario."

He squats down next to the mass to examine it more closely, moving around it slowly in a crouch from time to time before stopping to check out a particular spot.

Perception: 1d20 + 10 ⇒ (9) + 10 = 19

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

Djorn isn't exactly known for his way with words. And what words he is good with are usually directed toward dissuading people from doing things rather than persuading them to help him.

Diplomacy: 1d20 ⇒ 12

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

"Now, now, it's not like we don't have a penchant for tossing around fireballs and acid splashes. Or that some of us don't have a 'finders keepers' attitude when it comes to magic items," Djorn says, playing Asmodeus advocate.

"I'm not saying that Pathfinders really are responsible for all, or any of this destruction but this museum does seem to have more than its fair share of trouble and sometimes there's collateral damage when we're dealing with that trouble," he continues.

"Any suggestions on where we should start?" he asks Mrs. Blakros.

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

Same here. I've played it but not with this character.

Grand Lodge

Male Human M Human Ranger(Guide, Skirmisher)7/Fighter 1/Rogue 1 [HP 82/82, AC 21/27 /ff 16/22 /t 15, Fort +9, Ref +12, Will +2, Init +5, Per +12, Spd 30'

[ooc]I'm certain I've played with all these characters but can't remember which ones I've played with with this character, so forgive my genericness...[/b]

"From what I've heard, she has a way of drawing a lot of people into a lot of things," says the man that approaches the group.

All of his facial features, eyes, nose, ears, mouth are just a hint too big to be attractive. For that matter, his arms and legs seem just a bit too long, giving him a lanky appearance.

For all that, he's clearly fit and athletic and his sharp gaze and the quiet way he approached suggest that he knows his business.

Well, that and the veritable arsenal he's carrying. Silver sheened warhammer on one hip, throwing axe on the other, a quartet of javelins and quartet of darts protruding from a quiver on his back and the most complex shield you've ever seen, all spikes and runes and strange straps and...you're sure there's a flask of alchemist fire attached to the front.

He plants his hands on his hips and looks up at the museum.

"Has anything good ever happened in this place? I almost died in here, once."

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