Giant Slayer

Dorn Gritstone's page

116 posts. Organized Play character for dien (RPG Superstar 2015 Top 16).


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Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

My sheet looks a-okay, thanks very much Paladin. *salutes*

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

No day job check for Dorn. PFS# is 30341-8. Woot, adventuring somewhere outside of Absalom!

Thanks for running, Paladin, I had a good time.

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

Dorn takes a few more furious swings at the porcubody on the ground, rendering Marigana definitely not-revivable. Eventually his vision clears and he stands there, panting and blood-spattered.

Dorn stands there, catching his breath and glaring sidelong at Strang and his many small, sharp tools. When the gnome is brought up, Dorn is happy to put more distance between Strang and himself; he sheathes his axe and tromps through the cave over to the unfortunate gnome. He's hardly a medic, but... if the little one's suffering poison... Dorn uncorks his second antitoxin and pours it down the injured gnome's mouth. Then he picks the small body up easily enough despite his post-rage crash, bringing Dijjit back warily to the others-- warily mostly because of Strang.

"Well, heal her up," the dwarf grumbles. He adds on suspiciously, "Don't go cuttin' on her, though, you hear?"

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

Oops! Didn't realize that was the grease. In that case (GM permitting) I'll retcon to the new position, not so near Strang.

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

Dorn grins fiercely when he sees the gold dust show him the foe again. He races forward, splashing through the little pool and running around the creature near Strang.

"RAWRRRRR!"

Raging attack, bless: 1d20 + 8 + 2 + 1 ⇒ (7) + 8 + 2 + 1 = 18 Unlikely to hit, but just in case:
Damage: 1d10 + 4 + 2 + 2 ⇒ (2) + 4 + 2 + 2 = 10

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

Wow, busy day. So many posts!

Perception check vs DC 20: 1d20 + 7 ⇒ (9) + 7 = 16

Dorn lets a howl that sounds more animal than human as he loses sight of the foe he's currently fixated on.

"THE STINKING LITTLE THING WAS CUT!" he roars. "I'll find you by your blood, you little witch-beast!" He hops down the five feet from the ledge to ground level, his head snapping to left and right as he hunts for little telltale drops of blood on the rough cavern floor.

Will try the active perception check as a move action-- Dorn's trying to find a blood trail, but mechanically I doubt that gives him any bonus.

More perception: 1d20 + 7 ⇒ (8) + 7 = 15

Too! Angry! To! Focus! Rawwwr!

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

Had to do some rules-looking-up, because I've always played '1 rd duration' things like that as expiring at the end of the caster's turn, but it appears that I have, in fact, been doing that wrong, and it should actually expire at the start of the turn as you say. Anyway, I'm fine with leaving the action as it already resolved, but for the record, GM, Avril is correct and it should have been a 22, as shaken wouldn't have been in effect for the AoO. If a 22 would have hit and you want to change it, fine by me; if you want to let it stand as resolved and move on, also fine by me.

Citation: pg 178, Combat rounds
"Effects that last a certain number of rounds end just before the same initiative count that they began on."

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

Was only a 20.

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

In the grips of his fear-fueled fury, Dorn doesn't care much about any threat from the quills. He swings when the little horror moves away from him.

Attack of opportunity, rage, shaken: 1d20 + 6 + 2 - 2 ⇒ (20) + 6 + 2 - 2 = 26
Confirmation of critical?: 1d20 + 6 + 2 - 2 ⇒ (14) + 6 + 2 - 2 = 20 Ooh, I hope!

Damage if only a normal hit, raging, witch hunter damage: 1d10 + 4 + 2 + 2 ⇒ (7) + 4 + 2 + 2 = 15

Extra damage if a 20 confirms the critical: 2d10 + 16 ⇒ (4, 1) + 16 = 21

(Total damage if critical is confirmed: 36)

Fortitude save, if needed- shaken, hardy vs poison, antitoxin vs poison: 1d20 + 7 - 2 + 2 + 5 ⇒ (4) + 7 - 2 + 2 + 5 = 16

"GET BACK HERE!" the dwarf snarls, spittle flying from his lips and his eyes ablaze with hatred for the thing that dared mess with his head. He pursues and swings again.

5-ft step forward, standard to attack again. I believe the shaken should end at the end of the monster's turn, so no more shaken.

Raging attack: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12 I will assume that misses.

Note to GM:
If the critical hit confirms, and if Marigana has any beneficial spell effects currently in place on her, one of them (selected randomly) is suppressed for one round, as per the unchained witch hunter rage power. "Witch Hunter (Ex): The barbarian gains a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities. This damage bonus increases by 1 for every 4 levels the barbarian has. In addition, if she confirms a critical hit against a creature affected by an ongoing beneficial spell effect, that effect is suppressed for 1 round (determined randomly if the creature is currently affected by more than one effect). A barbarian must have the superstition rage power to select this rage power."

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

Dorn will save: 1d20 + 2 + 2 + 1 + 1 ⇒ (8) + 2 + 2 + 1 + 1 = 14

(Breakdown: base save, + hardy vs spells and SLAs, +1 bless, +1 trait bonus vs fear effects. If this is not an spell/SLA, then Dorn will fail the save. But assuming it holds true:)

Kn Nature: 1d20 + 5 ⇒ (11) + 5 = 16

Dorn growls, more like an animal than a man, at the wave of unnatural fear that washes over him. "You... get outta... my head!" he shouts, his roar ringing off the cavern walls. "GET BACK HERE!"

Free action: entering rage.
Double-move; ending in the square directly south of the casting porcu-guy thing. If the porcu-guy threatens, Dorn will provoke an attack of opportunity when he moves.

Conditions this round; shaken, raging

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

I'm sympathetic to that. There's also the difficulty of text not carrying any intonation, so online, it's always difficult to pick up on the social cues of what other people are saying/posting when you can only judge by text.

My general rule of thumb for PBPs (when I'm a player) is that, I trust the GM to handle things correctly, unless there's a big, obvious error that would result in a PC going unconscious or dying; and, as far as my fellow players go, I just try and shrug things off if it's something that won't matter in a round or two anyway. I don't always succeed (as evidenced by my butting in on the rogue tactics in our Fane of Fangs pre-game, haha), but ultimately, taking a relaxed stance seems to work better for my blood pressure because it means I stress less about people playing sub-optimally or invalidating my tactics or whatever, etc. I often have to remind myself it's just a game.

Your English is excellent for a non-native speaker, by the way.

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

As you point out: it's unlikely to matter, so maybe... relax a bit on the whole 'telling other people how you would have preferred them to play' thing?

There's times when survival means you need to worry about every tactical advantage, and on making sure the party is playing in the 'hey, let's make every point of damage be the most effective it can be' kind of way, but an undead-heavy scenario with a commanding necromancer along for the ride probably isn't it.

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

"They're a real buggery to get the spines out if you get stuck with 'em!" Dorn adds on. "So don't get stuck!"

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

Double-moved on map

Kn Nature: 1d20 + 5 ⇒ (20) + 5 = 25 Sigh, beautiful nat 20s on non-combat rolls

Dorn double-times around the corner at hearing the conflict breaking out. "What's it? What's goin' on-- ... oh, big-ass porcupines," he says, blinking. "Well, then..."

Moved to spot shown, draw axe.

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

stuck on phone right now but will try to get a post up soon

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

Dorn shrugs and snags the two items, stuffing them into his pack as he continues after the others, apparently seeing nothing off in the cave shadows to merit his wariness unless the GM says otherwise!

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

I think that's what I said. :p

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

Detect Magic

Round one tells you: whether or not magic is present in a 60-ft cone. It wouldn't tell you if it's on the bodies, the items, or anything else: merely that there is magic somewhere within 60 ft ahead of you. It's a yes/no.

Round two tells you: The NUMBER of auras, and the strength of the most potent aura.

Round three tells you: Strength and location of each aura. You would have to focus at least three rounds to realize that there are auras on the items, and not the bodies.

So, yes: you're spending a minimum of 3 rounds to realize that the bodies have no lingering auras on them.

It takes another 3 rounds to identify the properties of a magic item, as per the description of that use under Spellcraft.

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

Muttering darkly to himself in a tone too low to be very coherent, Dorn stomps forward, past the dead bodies, and peers into the darkness of the cave on that side, again trying to make sure they're not leaving any possible lurkers behind them.

Perception, darkvision: 1d20 + 7 ⇒ (14) + 7 = 21

"That mace looks nicely made," he says from the corner of his mouth.

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

Strang's mention of poison spurs Dorn to a similar action to Avril's: he fumbles with a potion tucked into his belt, then drinks it down. (antitoxin)

That done, the dwarf stalks after the others, but glances along the southern wall into the nooks and alcoves as he goes, wanting to be sure that nothing in them will jump out at them as they pass.

Perception if needed, darkvision: 1d20 + 7 ⇒ (9) + 7 = 16

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

One of Dorn's eyes tics a bit as he stomps into the cave with the others, shield and axe in place. "Don't mind smashin' in skellies, but I want to get to whoever's castin' this witchery," he says grumpily.

"Bleeding hells," he mutters when he sees the numerous bodies of forest beasts. "Poor little critters."

Moved on map

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

By definition of 'optional' encounters... nah, we're not gonna lose out on anything. :P

Yeah, I'm fine with the skip.

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

Not a problem. Alright, I'll assume I'm grappled then.

Still cursing furiously, Dorn's oaths merely increase in volume as the nasty witch-thing bursts from the water and wraps him in long, wet arms, after slapping him around a little.

"YEH SLIMY, HORSY, DAMNABLE HAG! GET YOUR HANDS OFF ME, OR I'LL CHOP 'EM OFF!" he roars, while striking at her with his reclaimed axe, struggling to hit with her arms around him.

Grappled, raging attack at the kelpie (penalties figured in already): 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d10 + 6 + 2 ⇒ (5) + 6 + 2 = 13

Note: the +2 bonus damage is Dorn's extra damage vs enemies with the ability to cast spells or spell-like abilities. If this does not apply with this foe, subtract 2.

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

.....okaaay, just clarifying, so did it attack me or Avril? Because I'm currently on the map in the position that I moved to go get my axe at, so I thought-- per your post above- that it attacked Avril instead, but you have the kelpie's token next to me. Just clarifying, since knowing whether I'm grappled or not will likely make a difference to my action.

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

(I moved my token shortly after I made my post, so that might have caused the confusion. Sorry, GM.)

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

Sorry, con wiped me out exhaustion-wise.

Dorn has no intention of running out into the water to tangle with something that can get in his head. Growling curses to himself, he runs back over to where he dropped his axe, unwilling to leave that behind, and snatches it up.

"I don't see why we want to stand out here lettin' it cast witchery on us! Let's just get away from the damned water, if it wants to come out an' chase us then on proper land we can break its face then," he says, repeating his earlier suggestion.

Move action to return to where he was earlier on the map, move action to pick up his axe, but on his next round he fully intends to move at top speed away from the water.

I certainly do have a ranged weapon, I just don't see the point of spending time chucking rocks at a foe that will just try and keep cycling enchantments on us if its tactics to date are any indication. We'd nickel and dime it with ranged weapons, most likely against a +8 improved cover bonus, while waiting for someone to fail the save, and then burn resources (Prot evil, etc) keeping that person from drowning. Hence my advocating drawing back from the water, and forcing the enemy to either come to us, or making it not-be-a-threat and letting us continue on our primary mission. If you want to throw dolphins at it, feel free.

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

Sorry for the slowness-- prepping for a local con. And on that note: I'll be AWOL Saturday and Sunday, because I'll be at con! GMPC as needed.

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

Dorn grunts, scanning the water unhappily. "It's some trick or witchcraft, alright, but I'm with the singin' fella-- let's just get outta here. If it wants to come on land to bamboozle us, then we can see to it... but I'm not keen to tangle with tryin' to swim out to some sorta witch-thing!"

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

Sorry, not entirely sure where we are in initiative, but if we're in round 2 now, here's Dorn's action:

"Bloody gods, the watery tart's got him too!" Dorn snarls. (I assume he might make that supposition given his own experience, regardless of whether or not he makes the check)

Perception: 1d20 + 7 ⇒ (3) + 7 = 10 Which he does not

Dropping his axe, Dorn turns and barrels towards Orophin. "DON'T GO IN THERE, SINGIN' MAN! YOU CAN'T SING WITH YOUR LUNGS FULLA WATER AND YOUR HEAD CHOPPED OPEN!"

As he reaches the slender musician, Dorn tries to wrap him in a bear-hug, somewhat hampered by the fact that Dorn still has his shield on one arm.

Attempting to grapple Orophin. Dorn does not have Improved Grapple, so this attempt would provoke from Orophin if a) Orophin is armed and b) the charm effect would compel him to strike at an ally who was trying to impede his progress.

Grapple CMB, -4 for not having both hands free, rage: 1d20 + 7 - 4 + 2 ⇒ (9) + 7 - 4 + 2 = 14 Fail, regardless

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds
Avril Axiel wrote:
If what the creature used was an SLA Dorn should get the benefit of his hardy racial trait right?

It's not an SLA. (I've run this scenario before.) I trust the GM to keep those things in mind and, anyway, I made the save. Should I fail one, then I can start asking questions. ;)

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

Dorn's head snaps out towards the water, his mouth going slack for a moment, before it turns into a grimace.

"WHATEVER YOU ARE," he roars at the water, "YOU'LL NOT GET IN MY HEAD! AND AFTER I FINISH WITH THIS DEAD HORSE, I'LL BEAT YOU NEXT! Yeh watery TART!"

Seeing that Beromir is now standing in the path before him and the undead beast, Dorn instead cuts around to the water, apparently intending to make good on his threat to deal with Whatever That Is after he sees this zombie to its knees.

Double-moved. I drew a line on the map indicating Dorn's last squares of movement (skirting the probable attack of opportunity). Entering rage.

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

Sorry, spent the day at PFS

Dorn squints forward at the others pointing out something isn't right, trying to see what's going on. Perception: 1d20 + 7 ⇒ (3) + 7 = 10 Noooope

He doesn't see the cause of the problem, but he trusts his companions enough to advance cautiously, at least. He makes sure his shield is in position and draws his axe, stomping forward.

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

Dorn squints sidelong at Orophin and Avril, then shrugs to himself.

On Strang's attempted inspection of him, Dorn's face contorts into a snarl. "Don't you go poking at me!" he growls. "Don't want you and your magic messin' up MY head!"

He stomps off from any further inspection Strang might have attempted, going to gather some firewood instead. Down in the hollow of the ravine where the light won't carry in the forest at large, Dorn starts a small fire for warmth and comfort, and feeds twigs into it sullenly, side-eyeing Strang if he comes close at all.

When Riddywipple returns, he's on his feet almost before the little dragon manages to get out most of the rapid-fire speech. "Right then, let's go!"

(Again, IC opinion is IC. I'm fine with waiting until dawn if people prefer.)

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

Dorn squints down at the colorful little... thing.... and spits absently onto the earth. Silently, he winds up his rope again once Orophin and Cryxial are back topside.

At the glitter-dragon's words, though, he snorts. "We're not all humans," he points out. "Me, I'd be keen to beat feat. We wrote off one night already, leavin' this lass in the clutches of whoever.... now we'll do it a second? Leaves a poor taste in my mouth!"

(IC objection is IC.)

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

"Bloody dammit!" Dorn yells as the cliff falls away before his feet. He watches helplessly as the singy fellow and the big scaled critter go toppling down among the rocks.

"Damn." Dorn stares down after them a bit-- then shrugs, and resumes knotting his rope to the roots. They'll need to get back up somehow, after all, and he might as well keep his trap shut for now.

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

He's looking for a rope anchor, so.... if that large fallen log shown on the map that protrudes out of the ravine is, in fact, there, I suppose he'll use that, the root system should provide a bunch of good anchor points. I moved him on the map accordingly.

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

Dorn doesn't add his voice to the others. He merely retrieves his rope from his pack and looks for a place to tie it off, where the excess can be thrown down into the ravine.

Not planning on climbing until he has a rope secured to assist him with the climb; the voice isn't claiming it's being attacked or anything right now, so Dorn sees no reason to rush

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

Woop, here we go!

Dorn squints at the high-pitched voice calling them forward from the log to the ravine. "Well, hold your horses," he shouts back. "We're comin'..."

Double-moved closer on the map; you can assume Dorn will continue moving towards the ravine's edge, and get out some rope, unless something happens to interrupt this action.

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

Perception: 1d20 + 7 ⇒ (1) + 7 = 8

Dorn has no idea what he's not aware of. He settles himself down in a corner of the house, arms crossed, seemingly intent on sleeping upright-- still in his armor-- a weapon near at hand. He listens to the stories, and the singing, without talking much, his eyes drifting to half-mast and a bit of calm drifting over his features for at least a little while.

Visions of fey, evoked by Ignizi's words, flit through his head all night. Come dawn, he's up and moving, stamping circulation back into his limbs after his awkward sleeping position. He also eats very heartily of whatever Ignizi is willing to provide them, assuming she does so.

"So!" he says through a mouthful of food. "Off to this Riddywhippet, right?"

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

"Don't sit well with me, leaving a young agent out with whatever foul necromancer's got hold of her, all night, while we sleep pretty and peaceful in our beds!" Dorn blusters, with some sidelong glaring at poor Strang for good measure. A little more quietly, the dwarf grumbles, "Though I guess if the rest of you can't see, no point in our blundering around the woods like blind basilisks... 'sides, the lass is probably already all zombified. Likely we'll be too late."

Yeah, ICly Dorn would want to go right away, since presumably the zombears didn't grab Dijjit to have a nice tea with her, but OOC-ly I'm willing to wait until dawn.

Dorn sits down heavily on a stump outside the cabin and wipes his axe clean of guts and gore. He tries to offer the shell-shocked junior agents a reassuring grin, but on Dorn's scarred visage, the effect is somewhat less than comforting and looks rather psychotic instead.

"Now how long's these boney bastards been bothering you lot?"

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

(Fair enough, though out-of-combat I don't consider it 'resorting' to wands, I consider it 'taking care of my own healing so that the casters can save their spells for in-combat emergencies'. :P Regardless, it sounds like we're resting here for the evening so resource management isn't likely to be a big concern.)

Dorn squints at Orophin's pretty words, then nods uncertainly-- but at Strang's suggestion of what he can contribute, Dorn is happy to grab said axe and follow Strang out for garbage disposal duty.

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

Woops, pardon my slow...

Dorn grimaces at ... everything, a vein bulging on his forehead as he glowers at Strang and the motionless owlbear. "Grah, just lemme kill it! Shouldn't be walkin' around!" he yells.

When Orophin approaches and offers healing, Dorn twitches a little, taking deep breaths of air with his barrel chest. "....aye.... aye... just... let me calm down a bit....."

Once he's calmer, he signals with a slightly sheepish nod to Orophin to go ahead. "....got a stick in my pack," he mutters. "Don't care for it myself but if you want to use it..."

Dorn has a wand of CLW with 20 charges remaining, if you want to save your spell, Orophin. I'll roll a charge either way for my remaining HP, assuming you're willing to active the wand for me:

CLW: 1d8 + 1 ⇒ (7) + 1 = 8 Nice, on the nose for the 17.

Dorn continues to glower at Strang, giving him and the owlbear a wide berth. Before he can say much, however, Ignizi makes her appearance. Dorn squints suspiciously her way.

"Who the hell are you?" he says, brow furrowed. "--hang on."

He rummages in his pack, finds the journal he took from Sheila Heidmarch's study, and thumbs through to his own entry made a week ago. "...oh, right...."

He lets the others manage the introductions, busying himself with hacking apart the owlbear that had hurt him, in order to render the pieces smaller and more easily handled and burned. Or because he just wants to chop up an owlbear. Just as likely, really. He glowers at Strang and his pet the entire time.

I'm fine OOCly with leaving the owlbear with us, but ICly Dorn would definitely argue for its destruction.

He frowns he parses Igniz's rapid chatter. "Hang on.... they dragged off one of the nippers? Seems like they're more 'eat now' kinda monsters..."

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

Dorn curses in pain as the beast's claws rake in fairly deeply into his body, past his armor-- and grab hold of him, to his great frustration.

"OH, YOU HAVE ME NOW, IS THAT IT?" he roars. Angrily, he chops with his waraxe at the owlbear still holding him in its claws.

Attack vs Owlbear, + rage, - grappled: 1d20 + 8 + 2 - 2 ⇒ (20) + 8 + 2 - 2 = 28
Roll to confirm?: 1d20 + 8 + 2 - 2 ⇒ (5) + 8 + 2 - 2 = 13 (Boo, probably not. Still, against grappled... maybe!)

Regular damage: 1d10 + 6 ⇒ (9) + 6 = 15
Additional damage if the critical confirms: 2d10 + 12 ⇒ (10, 6) + 12 = 28 (for a total of 43)

(Damage is slashing and magical, if it matters)

Free action to enter (unchained) rage. Temp HP: 8. AC = 18 (rage, grappled)

(I moved Avril)

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

It's heavy armor, not medium, that hits your run speed. Heavy armor or heavy load drops it to x3. :) (I just had to look it up to be sure for Dorn...)

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

"OI! BIG, DEAD BEAR-BIRD... THING!" Dorn shouts, barreling through the brush towards the hut, twigs and bracken crunching under his boots.

Run action. Base speed 30, medium load, medium armor, so can run at a x4 = 120 ft. That should be enough to get him directly adjacent to the nearer owlzombearbie, provoking an attack of opportunity as he goes (assuming the creature has reach). Penalty to AC during the run is -2, so the AoO will be versus a 20.

I can't move him on the map (I just requested access) but the square N.W. of the red bugbear works for me.

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

Leisurely walking it is, then. ;P

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

Is anyone else moving at 20? *squints* Nobody's small, and Dorn moves at 30, so I think we all have a minimum 30' if Zac's armor training lets him boogie. And if we do all move at 30', I'd be down for the hustling, since 'necrotic' never sounds good. Contingent on everybody being at least a 30' move:

Dorn's face wrinkles up at Strang's words of 'necrotic'. "What, you mean undead or something? Don't care for them! Maybe we ought step it up if there's bird-bear-corpse things about!"

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Survival: 1d20 + 8 ⇒ (4) + 8 = 12 Yeesh.

"Enh?" says Dorn, blinking up at the others and their observations. He scowls at the spells being cast, and for himself merely unhooks his shield from his back and dons it. He draws his waraxe as well, walking along, gazing from side to side but seeing nothing in all these darned trees. They're too tall.

(At some point during the week or so of travel, Dorn would bring up that he Dislikes Magic, and more specifically, that if he's really, really angry, you shouldn't try casting a spell on him, because it'll just make him angrier! (and it may not work). [Superstitious barbarian, cannot willingly accept spells when raging.] )

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds
Avril Axiel wrote:
Dorn has 10 int and 12 wis, how come you are playing him as brain-damaged? Avril got 7 int, she's pretty "blonde" even if her hair color doesn't match.

....be... cause I want to and it's part of the backstory I created for him?

He has Int 10 because he's not actually stupider than average: he has specific brain damage that affects his memory centers, but his logic faculties are fine. "Intelligence determines how well your character learns and reasons." He could still add large sums together or solve a logic problem as quickly as anyone else with a 10 Int, he has as many skills as someone else with a 10 Int. He just has trouble recalling things at times.

He has Wis 12 because the Pathfinder stat of "Wisdom" can mean many different things: "Wisdom describes a character's willpower, common sense, awareness, and intuition." He's strong-willed in some situations, fairly aware of the natural world, and trusts his instincts a lot.

Most of the negative aspects of how I see his brain damage are manifested in behaviors that affect how he would be socially perceived by others, which is why his penalized stat is Charisma.

Stats govern how good or bad your character is at things in generalized ways, but with the possible exceptions of Str and Con, it's problematic to try and express different nuances of stats with a flat score. A wolf-scarred oracle probably has a high charisma, but looks ugly and horrific.

If I had described a character missing one hand, would you ask "why are you portraying him as physically impaired if his Dexterity is 16?"

TL;DR, "because I want to." And second reason: because I hate jackpot barbarians, and dumping stats down excessively, and I don't do it for my characters as a rule.

Grand Lodge

RAGING AC: 20 - 5 Temp HP - CN Dwarf Barbarian 4 - HP 47/47 - AC 22|T 13|FF 20 - F+7 R+4 w+2 (various conditionals apply) - Init +3 Per +7 - Rage 11/14 rds

"Fey's tricky things," Dorn mumbles. "Nasty little buggeries.... lying and tricking folk... with their magic...."

His jaw works for a bit and he glares at nothing, then he grins like a little child. "Cold iron, though! Put an inch of that through a fairy's guts and you'll have yourself plenty of guts!" He seems to be a bit oblivious to the fact that this was already discussed.

I'll buy a week's worth of trail rations, 50' of string, and mark off the gold for journal/etc as discussed. Other than that, ready to go.