Valeros

Dumb Karl's page

17 posts. Alias of Beebs.


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Male Half-elf Rogue (Thug) 5

HP: 22/50, Nonlethal: 2
Round 10, Initiative 14a

Karl:

Dripping with water and blood, Karl steps behind a pillar, dropping his swords and attempting to activate his wand of cure light wounds while his more tactically minded teammates work out a strategy.

Whew! Anyone else need freshening up?

[ooc]
5' step to O-28
Draw wand of CLW
Use wand of CLW on self
UMD: 1d20 + 15 ⇒ (19) + 15 = 34
if successful, heals 1d8 + 1 ⇒ (5) + 1 = 6


Male Half-elf Rogue (Thug) 5

HP: 40/50, Nonlethal: 2
Round 9, Initiative 14a

Karl:

Ah! That's better! Always one for following the crowd, Karl takes off for the platform, leaping over the lion's corpse and the spike trap.


Acrobatics to jump the spike trap 1d20 + 10 ⇒ (15) + 10 = 25
I'm unclear as to exactly what is difficult terrain and what isn't, but Karl will try to make it as close to the stairs to the central platform as he can with a double move. I think he makes it just past Ezendra, but I'm not sure.


Male Half-elf Rogue (Thug) 5

HP: 40/50, Nonlethal: 2
Round 8, Initiative 14a

Karl:

Perception: 1d20 + 10 ⇒ (8) + 10 = 18
Karl quickly sticks his wand in his belt and picks up his shortswords before setting up in a sprinter's stance, preparing to leap over the deadly spike trap.
I believe stowing my wand and picking up my shortswords takes both of my actions... so that's all I do.


Male Half-elf Rogue (Thug) 5

HP: 33/50, Nonlethal: 9
Round 7, Initiative 14a

Karl:

In the relative safety of the burning ruins, Karl crouches, dropping his short swords and drawing a wand from his belt.

With extreme focus, Karl inserts the wand into his left nostril while sticking his right hand straight out to the side and spreading his fingers. His whole body begins to shake as he hums loudly attempting to find the wand's magical resonance.

Free: drop swords
Move: draw wand of cure light wounds
Standard: Use magic device 1d20 + 15 ⇒ (18) + 15 = 33 if I beat 20, I heal myself 1d8 + 1 ⇒ (6) + 1 = 7, as well as an equal amount of nonlethal damage.


Male Half-elf Rogue (Thug) 5

HP: 33/50, Nonlethal: 4
Round 6, Initiative 14a

Karl:
With a cry of pain and rage as the lion's claws rip a chunk out of Karl's shoulder, he takes a swing at the beast in retaliation before leaping into the crevice and heading east, hoping it too narrow for the lion to follow.

Standard: attack lion 1d20 + 6 ⇒ (13) + 6 = 19, if hits, 1d6 + 6 ⇒ (4) + 6 = 10 damage
Move: Jump into the crevasse and head as far east as his 30' move will take him (not sure if I'm squeezing, difficult terrain, etc.) Acrobatics: 1d20 + 10 ⇒ (15) + 10 = 25


Male Half-elf Rogue (Thug) 5

HP: 50, Nonlethal: 4
Round 5, Initiative 14a

Karl:

Karl quickly follows Ebenadar, drawing his short swords, eyes darting frantically side to side as he guards himself against an invisible foe.
Where the manticore!?

Move: Karl moves to O-15 while drawing his short swords.
Standard: Total defense (+4 dodge bonus AC), bringing Karl's AC to 22


Male Half-elf Rogue (Thug) 5

HP: 50, Nonlethal: 4
Round 4, Initiative 14a

Dumb Karl:

I'm assuming the Lion at W/X-13/14 will be dead before Karl's turn:

Seeing all routes to the southern lions blocked by the ruins and Jhock's towering figure, Karl sheathes his swords and nimbly climbs up the rope eager to find out why the heck someone is screaming "RUNNN!"

Move: Sheathe short swords
Move: Accelerated climb up the knotted rope braced against the wall 1d20 + 12 - 5 ⇒ (5) + 12 - 5 = 12 (DC 0)
Perception 1d20 + 10 ⇒ (16) + 10 = 26

If the Lion at W/X-13/14 is still alive come Karl's turn:

Spoiler:

Karl spins behind the lion, swinging hard with both of his short swords
5' step to W-15
Attack 1 1d20 + 8 ⇒ (16) + 8 = 24
Damage 1 1d6 + 6 ⇒ (5) + 6 = 11
Attack 2 1d20 + 8 ⇒ (14) + 8 = 22
Damage 2 (double slice) 1d6 + 6 ⇒ (5) + 6 = 11



Male Half-elf Rogue (Thug) 5

DM:
Rad! Do I get my sneak attack, as the lion lost its dex against my attack? Duly noted on the squeezing. I'll factor that -4 penalty into my attacks if I stay squeezed next round.


Male Half-elf Rogue (Thug) 5

Karl, initiative 14a

Spoiler:

With a joyous yell Karl leaps off the platform at the lion below him, drawing his shortswords midair and bringing them down on the big cat.


Move action:
Move to V-14 while drawing shortswords.
Acrobatics check to avoid 10 ft. of falling 1d20 + 10 ⇒ (3) + 10 = 13 (DC is 15)
If Karl fails his acrobatics check, he takes 1d6 ⇒ 4 non lethal damage.

Standard action:
Karl attacks the lion with his +1 short sword 1d20 + 10 ⇒ (14) + 10 = 24
Any bonuses/penalties/fun stuff for a leaping attack from the building?
If he hits, Karl does 1d6 + 6 ⇒ (5) + 6 = 11
If someone has moved into a position to flank before Karl's turn, he does 2d6 ⇒ (5, 4) = 9 sneak attack damage, and the lion is sickened for 2 rounds.


Male Half-elf Rogue (Thug) 5

Round 2, Initiative 14a
(Spoilered since I am posting my actions before my initiative to make sure I don't miss my turn again)

Spoiler:

Hearing the roars of the lions, and impressed by the leaping monks, Karl decides to make for high ground as well. After making a show of limbering up as he walks towards the wall, Karl attempts to scramble quickly up the platform in front of him.

Move to U-12
Accelerated climb to U-13
Climb 1d20 + 12 - 5 ⇒ (19) + 12 - 5 = 26


Male Half-elf Rogue (Thug) 5

Sorry for missing my turn! Looks like I'll have to check the thread both in the mornings and evenings, not just evenings (which is no problem)—new at this, learning the pace at which these play by posts go.


Male Half-elf Rogue (Thug) 5

I go with Ezendra so we can team up on lion and stab in the soft bits? Also, I have magic scrolls. Don't always work good, but I make big fog cloud or silent illusion picture for emergency. Just make signal and I do magics. Also healy wand, not powerful, but good to stop dying.

I've never done a play by post before, so if I am doing something wrong at some point, let me know!


Male Half-elf Rogue (Thug) 5

Sorry, holidays keeping me away! I'll be back in action beginning tomorrow!


Jun Yu of the Black Serpent wrote:
Lol how can you be in port when we are in a different plane lol

Well, maybe the plane has some sort of dimensional-port!


Karl demonstrates his signature move by beating his head with the flats of his shorts swords and yelling—a truly dazzling display of intimidation.

I like sports. Favorite sport is keg toss. Is where you throw keg. Throw keg furthest and win prize. Also. Maybe I not have too many brains, but is good at magics!

Karl demonstrates by using his wands to heal the nicks and bruises he inflicted on his head.

I wish I be most famous wizard killer: the mighty AM BARBARIAN with his trusty steed Batty Bat! But I too level-headed. No get angry like barbarian. Better at sneakin' and magickin' though!


Dumb Karl profile updated—using the Thug archetype from APG, switched disable device for intimidate and switched improved initiative for dazzling display.


Dumb Karl no good at math! Try again now.

Spoiler:

-----------------
DUMB KARL
-----------------

Born into a family of wizards, but far too stupid to follow in his parents footsteps and a real disappointment to the family. As a child he earned the hurtful (if unimaginative) nickname of "Dumb Karl" (to distinguish him from Smart Karl, a neighbor child possessing a vastly superior intellect and the same name). Since then, Dumb Karl has embraced his stupidity (and his nickname) and is fond of defeating spell casters with his speed and strength, as well as his unexpected aptitude for activating magical devices.

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BASIC INFO
-----------------
Male Half-elf Rogue (Thug) 5
Chaotic Neutral

HP: 50
Speed: 30'
Medium Size
Initiative +3 (+3 dex)
Perception +10 (+0 wis +5 ranks +3 class skill +2 racial)

-----------------
STATS
-----------------
Str: 20 (16 +2 race +2 enhancement)
Dex: 16 (15 +1 level)
Con: 12
Int: 7
Wis: 10
Cha: 14

-----------------
DEFENSE
-----------------
AC: 18 (+5 armor +3 dex)
Touch: 13; Flat-footed: 15

Fortitude: +2
Reflex: +7
Will: +1 (+3 vs enchantment)

-----------------
OFFENSE
-----------------
Base Attack Bonus: +3
CMB +8
CMD 21

Short Sword(s) +10 or +8/+8 (d6+6/19-20/x2) (Sneak Attack +3d6)
Shortbow +6 (d6+5/x3)

-----------------
SKILLS
-----------------
Acrobatics +10 (+3 dex +5 ranks +3 class skill -1 armor)
Climb +12 (+5 str +5 ranks +3 class skill -1 armor)
Intimidate +10 (+2 cha +5 ranks +3 class skill)
Perception +10 (+0 wis +5 ranks +3 class skill +2 racial)
Stealth +10 (+3 dex +5 ranks +3 class skill -1 armor)
Use Magic Device +15 (+2 cha +5 ranks +3 class skill +5 feats)

Languages: Common, Elven

-----------------
FEATS
-----------------
Half-elf: Skill Focus: UMD
1: Magical Aptitude
Rogue Talent: Weapon Training: Weapon focus: short sword
3: TWF
Rogue Talent: Combat Trick: Double Slice
5: Dazzling Display

-----------------
RACIAL ABILITIES
-----------------
Low-light vision
Adaptability (bonus feat: skill focus)
Elf Blood
Elven Immunities (+2 vs enchantments)
Keen Senses (+2 perception)
Multitalented

-----------------
CLASS ABILITIES
-----------------
Sneak attack +3d6
Frightening (+1 round to duration of demoralize. If shaken for 4+ rounds, frightened for 1 round instead)
Evasion
Brutal Beating (can choose to forgo 1d6 sneak attack damage to sicken the target for 1/2 level rounds)

----------------
GEAR
-----------------
+1 Shortsword (2,310 gp)
+1 Shortsword (2,310 gp)
Mighty Composite Shortbow (+5) (575 gp)
100 Arrows, common (5 gp)
+1 Chain Shirt (1,250 gp)
Belt of Giant Strength +2 (4,000 gp)
2x wand of CLW (1,500 gp)
Scroll of Obscuring Mist (Sorcerer)
Scroll of Silent Image (Sorcerer)

TOTAL: 12,000 gp