Stage Magician

Fred Junior's page

1,152 posts. Alias of Delmoth.


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Running two games simultaneously is a big ask.

Asking for input from those locked in is a great idea.


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I know I'm a day late and a gold short but if the GM is willing to forgive that here is my submission. Details in profile.


I believe this is complete and correct, probably a math error somewhere. I need some basic adventuring gear but it shouldn't affect much.

Crunch:
Male Half-Ork Skald 1
Chaotic Good Medium Humanoid (human, ork)
Init +2; Senses Darkvision 60ft; Perception -1
--------------------
Defense
--------------------
AC 19, 12 touch , 17 flat-footed (+5, armor, +2 shield, +2 dex)
hp 12/12 (1d8+1) 8+1 con+3 tough
Fort +3, Ref +1, Will +1, +2 vs fear
Defensive Abilities
--------------------
Offense
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Speed 20 ft.
Ranged Sling +2 (1d4+3, 20/x2, 50ft)
Ranged Longspear +4 (1d8+4, 20/x3, 20ft)
Melee Flail +4 (1d8+4 20/x3)
Melee Longspear +4 (1d8+6, 20x3)
Special AttacksRaging Song: 6 rd/day (Inspire Rage (+2 str and con, +1 will, -1 AC))
Skald Spells(CL 1, Concentration +4):
Level 1 (2/day, DC 14) Vanish, Barrow Skill
Level 0 (DC 13) Read Magic, Mending, Ghost Sounds, Detect Magic
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Statistics
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Str 16 (18), Dex 14, Con 13, Int 9, Wis 8, Cha 14
Base Atk +0; CMB +6 CMD 16, 17 vs grapple
Feats Simple, Martial, Light, Medium, Shields, Ork Weapons, Scribe Scroll, Toughness
Traits Artisan (+2 craft weapons), Ex-Asmodean: +1 to hit and damage vs House Thrune, Asmodeans, and (most) devils
Skills 3/lvl+2(bg)/lvl+1 FCB ACP -4/-6
Craft (weapons, 1, Artisan +2) +5
Spellcraft (1) +3
Use Magic Device (1) +6

Knowledges
Arcana (1) +3
The rest (0) +0

Perform
Oratory (1) +6
Percussion (1) +6

Languages Common, Ork
SQ Unflinching Valor: +2 vs fear and +1 vs grapple (replaces intimidating), Tenacious: 1/day reroll failed, fort, will, or con check

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Gear
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Scale mail, heavy wooden shield, sling, normal bullets (10), silver bullets (10), longspear, flail, Fred, I'll add the bard kit and some of the remainder will go towards materials for Energetic Inferno

106.8gp

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Special Abilities
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Bardic Knowledge (Ex):

Spoiler:
A skald adds 1/2 his class level (minimum 1) on all Knowledge checks, and can attempt all Knowledge checks untrained.

Raging Song (Su):

Spoiler:
A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level beyond 1st, he can use raging song for 2 additional rounds per day.

Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces.

A raging song has audible components, but not visual components. Allies must be able to hear the skald for the song to have any effect on them. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit.

When the skald begins a raging song and then on each ally's turn, if the ally can hear the raging song, that ally must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects on that ally last for that ally's turn or until the song ends, whichever comes first.

At 7th level, a skald can start a raging song as a move action instead of a standard action. At 13th level, a skald can start a raging song as a swift action instead.

Inspired Rage (Su)

Spoiler:
At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike with the barbarian's rage ability, those affected are not fatigued after the song ends.)

If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). Inspired rage does not allow an ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Fluffy bitz:
--------------------
Backstory and such
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Reason to Protest Protesting the government

CORE CONCEPTS:
Junior is a goofball, he’ll frequently (and hopefully humorously) misinterpret things and situations.
Junior hears the voice of a gold coin he carries. The mercantile and mercenary Fred. This is one of two items he inherited from his orkish mother.
Junior thinks of himself as a hero. He tries to play up the tropes.
Junior is the son of a Hellknight and a weaponsmith for an orkish tribe. Both his parents were fairly hostile to Junior but he learned valuable lessons from them both.
Junior is a good guy, he tries (and sometimes fails) to be sensitive to other people’s needs and wants. This is his rebellion against his Hellknight father.

APPEARANCE and WRITING SAMPLE
A half-ork in a purple wide brimmed fedora, an ivory shirt under a purple vest with gold trim, and glossy black breeches remains. A flail is sheathed on his right and a longspear is strapped to his back. A well used set of drums pokes out of his backpack. He bows with a flourish, "Junior, at your service."

After a dramatic moment Junior says while pulling a gold coin out of a small pouch on his belt, "Ah.. just a minute." He holds the coin to his head, "What?!" He pauses, "No, I was in the middle of a thing and you ruined it!" Another pause, "Alright I'll ask!"
Junior clears his throat, "Fred wants to know how much the pay for this job is."

GOALS:
Character Goals
To reforge Energetic Inferno, the shattered greatsword of his mother. Just to prove he could do it.
To publish a book of his limericks

Player Goals
To have a good time.
To expose you to some pretty terrible poetry.

SECRETS:
Character's Secrets
Junior’s a pretty open book. He’s not open about his parents but he doesn’t lie if asked.

Secrets Kept from Character
Both his parents had plans for him, his mother wanted to make a meat pie out of him once he was big enough and his father wanted to sacrifice him to Asmodeus.

PERSONAL TIES
Liliana Tuvol, Junior’s twin sister. A psychic who’s as dumb as a rock. Can see the future. They don’t get along, she takes after their mother, but at least they aren’t willing to murder each other. Only an occasional cannibal.

Vrok Tuvol, Junior’s dad. Still upset that Junior escaped the ritual sacrifice.

That one elf. Junior’s crush, an elf that Junior glimpsed while drinking at the Poor Sod’s tavern. Junior bought him a drink as a way to open a dialog but he left the bar before it could be delivered.

MEMORIES
The heat of the forge, the smoke of it, sweat on his brow. Junior’s forged a fine blade but it’s not nearly good enough to hold an enchantment. Maybe the next one.

There once was an ork from Cheliax
Insulting nobles behind their backs
They put him in chains
But he left through a drain
And now hunts nobles with an axe.

Saving a basket full of kittens from a burning orphanage. Liliana thought setting fire to the orphanage was a fun practical joke.

Further Background
Junior is the bastard son of a Chelish Hellknight. His father took him from his orkish mother when he was a young child. The only thing he has to remember his mother by is a single gold coin with a horse head stamped into it. Dubbed Fred, the coin speaks to him and while it is responsible for teaching him kindness and bravery in the face of evil, it also has a mercantile streak. Fred also frequently requests to be bathed in alcohol and takes on a drunken mien for a time after, not that anyone but Junior could tell.

After Junior insulted a Chelish noble, his father was sent to a remote citadel Up to the GM where.. Vrok knows its punishment and has beaten Junior on many occasions for it. On Junior’s 13th birthday Vrok held a ritual to sacrifice Junior to Asmodeus. At the climax of the ritual Fred whispered to Junior, ”Just disappear.” And he did. Vanish spell Junior used the momentary confusion to escape.

After escaping the clutches of his father, Junior fled to Kintargo and apprenticed under a smith there. Junior found he had a talent for smithing, something he inherited from his mother. At night he pursued his passion, drums, song, and poetry. Something none of his family understood or supported.


This is delmoth. Going to submit Junior. I still need to adjust his everything to fit the game but you can get his vibes at least.


TechoWrath wrote:

Krakas is almost ready.

fatmanspencer: Do you have something prepared?
Fred Junior: Do you have the 2nd level, 2e prepared?

I'm having trouble translating Junior into pf2e so I'm not going to delay your selection.


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I'm considering submitting Junior. I'd have to update him to 2e but the fluff would be the same.

He was a part of a WotR game with Dorian's character there. Unfortunately it looks like that game has died.


I don't think it will matter but my AoOs in my prior included brace damage erroneously.


Junior shouts, ”You heard the man, move, move, move!” Only to realize that everyone’s left him behind already and Caliban is nearly dead. He runs up but a thought occurs to him and he backs up a little bit. As he drops his ransuer he takes out a magical longspear that had been hanging out in the pile marked “To be sold.” He waives the nearby minotaur forward grinning.

Junior with Amelia strikes up the band with an otherworldly orchestral number.

Swift for advance, Selann and Tristan can take move actions or 5ft steps if they like. Junior moves up and then back, being careful to not get close to any minotaurs, as a part of that move action he draws a +1 longspear. Move action start rage song. Standard action ready attack with a brace weapon.

Readied attack:
Longspear, alter self, rage song, amp rage, haste, inspire courage: 1d20 + 10 + 1 + 1 + 2 + 1 + 1 ⇒ (9) + 10 + 1 + 1 + 2 + 1 + 1 = 25 Not a one so hits.
Piercing, good, magic, alter self, rage, amp rage, inspire courage, brace: 1d6 + 7 + 1d6 + 1 + 2 + 3 + 1 + 1d6 + 7 + 1 + 2 + 3 + 1 ⇒ (1) + 7 + (6) + 1 + 2 + 3 + 1 + (1) + 7 + 1 + 2 + 3 + 1 = 36

AoOs, if provoked:
AoO 1, alter self, rage song, amp rage, haste: 1d20 + 10 + 1 + 1 + 2 + 1 ⇒ (13) + 10 + 1 + 1 + 2 + 1 = 28 Not a one so hits.
Piercing, good, magic, alter self, rage, amp rage, brace: 1d6 + 7 + 1d6 + 1 + 2 + 3 + 1d6 + 7 + 1 + 2 + 3 ⇒ (4) + 7 + (6) + 1 + 2 + 3 + (6) + 7 + 1 + 2 + 3 = 42

AoO 2, alter self, rage song, amp rage, haste: 1d20 + 10 + 1 + 1 + 2 + 1 ⇒ (16) + 10 + 1 + 1 + 2 + 1 = 31 Not a one so hits.
Piercing, good, magic, alter self, rage, amp rage, brace: 1d6 + 7 + 1d6 + 1 + 2 + 3 + 1d6 + 7 + 1 + 2 + 3 ⇒ (5) + 7 + (6) + 1 + 2 + 3 + (5) + 7 + 1 + 2 + 3 = 42

AoO 3: 1d20 + 10 + 1 + 1 + 2 + 1 ⇒ (18) + 10 + 1 + 1 + 2 + 1 = 33 Not a one so hits.
Piercing, good, magic, alter self, rage, amp rage, brace: 1d6 + 7 + 1d6 + 1 + 2 + 3 + 1d6 + 7 + 1 + 2 + 3 ⇒ (1) + 7 + (4) + 1 + 2 + 3 + (2) + 7 + 1 + 2 + 3 = 33

Buff provided:
Inspired Rage, +2 str, +2 con, +2 will, -1 AC, morale bonus
Spoiler:
At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike with the barbarian's rage ability, those affected are not fatigued after the song ends.)
If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). Inspired rage does not allow an ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Celestial Blood, Lesser (Su)

Spoiler:
While the barbarian is raging, her melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, the barbarian deals an additional 1d6 points of damage when she damages an evil outsider with a melee attack.

Quick Reflexes (Ex)

Spoiler:
While raging, the barbarian can make one additional attack of opportunity per round.

Amplified rage on everyone

Spoiler:
Whenever you are raging and adjacent to a raging ally who also has this feat or flanking the same opponent as a raging ally with this feat, your morale bonuses to Strength and Constitution increase by +4. This feat does not stack with itself (you only gain this bonus from one qualifying ally, regardless of how many are adjacent to you).


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Working on a post. Just have to figure out what buffs I have lol


Planes: 1d20 + 7 ⇒ (19) + 7 = 26
Local: 1d20 + 3 ⇒ (10) + 3 = 13

Junior's brain registers facts and figures faster than his body can react.


It's snowing in my corner of the world hope everyone is staying warm. Unless you're southern hemisphere in which case hope you're staying cool.


The next morning after a breakfast of hardtack and jerky Junior readies for the fight ahead. He gets his poking finger out and jabs at his companion's sides.

Alter self medium size kitsune, shared training twice for Amplified Rage on everyone


Junior offers some advice to Tristan, "Just paint your clothes purple and then they won't see you."

Gallant Inspiration: 2d4 ⇒ (2, 3) = 5 Surge can be used after the roll too. Also maybe you have a hero point?


Junior leads a brazen charge against the cultist armies in the streets. He leads an irregular band of former cultists, grey paladins, and other dispossessed but still eager to contribute to the cause.

Ransuer, powar, gallant inspiration: 1d20 + 10 + 1d6 + 2d4 ⇒ (4) + 10 + (4) + (1, 4) = 23

He doesn't forget to give Selann a bit of help, "Hey man, just reframe your mind so that it's outside a box, you know?"

Gallant inspiration for Selann's check: 2d4 ⇒ (3, 2) = 5


Sorry for the delay

Junior continues to sing and dance to the beat, takes is ransuer in one hand to draw a small bag. He throws it at the demon! No matter where the bag land it explodes into a mess of tar-like goo. Tanglefoot bag

Ranged touch: 1d20 + 7 ⇒ (8) + 7 = 15
If missed goes where?: 1d8 ⇒ 5

Tanglefoot bag:
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.

Buff provided:
Inspired Rage, +2 str, +2 con, +2 will, -1 AC, morale bonus
Spoiler:
At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike with the barbarian's rage ability, those affected are not fatigued after the song ends.)
If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). Inspired rage does not allow an ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Celestial Blood, Lesser (Su)

Spoiler:
While the barbarian is raging, her melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, the barbarian deals an additional 1d6 points of damage when she damages an evil outsider with a melee attack.

Quick Reflexes (Ex)

Spoiler:
While raging, the barbarian can make one additional attack of opportunity per round.


Junior grins in delight at the giant’s clumsy attacks. He glances at Caliban confident the magus has the demon in hand. He focuses back on the giant before him and attempts to cut it down.

Keep song up, accepting it, swift for arcane strike, and attacking.

Ransuer, rage: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30
Piercing, good, magic, rage, arcane strike: 2d4 + 7 + 1 + 2 ⇒ (3, 3) + 7 + 1 + 2 = 16

AoOs, if provoked:
AoO 1: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
Piercing, good, magic, rage, arcane strike: 2d4 + 7 + 1 + 2 ⇒ (3, 4) + 7 + 1 + 2 = 17

AoO 2: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24
Piercing, good, magic, rage, arcane strike: 2d4 + 7 + 1 + 2 ⇒ (1, 3) + 7 + 1 + 2 = 14

AoO 3, rage: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
Piercing, good, magic, rage, arcane strike: 2d4 + 7 + 1 + 2 ⇒ (4, 2) + 7 + 1 + 2 = 16

Buff provided:
Inspired Rage, +2 str, +2 con, +2 will, -1 AC, morale bonus
Spoiler:
At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike with the barbarian's rage ability, those affected are not fatigued after the song ends.)
If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). Inspired rage does not allow an ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Celestial Blood, Lesser (Su)

Spoiler:
While the barbarian is raging, her melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, the barbarian deals an additional 1d6 points of damage when she damages an evil outsider with a melee attack.

Quick Reflexes (Ex)

Spoiler:
While raging, the barbarian can make one additional attack of opportunity per round.


Benedic wrote:
Fred Junior wrote:
You are correct. Foo you didn't take outflank.
The spell shared training is on both the inquisitor and the skald spell lists at 2nd level... Might be a good way to share the wealth with those of us who are more feat-starved. :)

Yep I have it but until I can share more than one feat you're more likely to get amplified rage which is impossible for you to take. The spell slot also competes with mirror image, heroism, and gallant inspiration so not a lot of 2nd level slots to go around. :(

Will vs heat metal: 1d20 + 8 ⇒ (3) + 8 = 11
Will vs heat metal, Tristan reroll: 1d20 + 8 ⇒ (9) + 8 = 17

Junior feels the magic start to warm his armor. He sends out his senses to the transmutation finding the knot of magical threads hastily sewn together and tugs on one, the magic unravels.

I'll get my action up in a bit


Benedic wrote:
I believe Junior has a polearm and is flanking with him, right?

You are correct. Foo you didn't take outflank.


Junior still keeps the beat while exclaiming in orkish, ”Get ta krumpin’ Ladz!” His skin turns a stone grey color as he tries to focus on a spell. It fails and he recklessly maneuver’s past the giant to threaten the demon in their midsts.

Keep song up, don’t accept it, cast defensively on good hope, move (provoking if threatened) to threaten Brimorak.

Cast defensively vs Good Hope, DC 21: 1d20 + 9 ⇒ (7) + 9 = 16

AoOs, if provoked:
AoO 1: 1d20 + 10 ⇒ (10) + 10 = 20
Piercing, good, magic: 2d4 + 7 ⇒ (4, 4) + 7 = 15

AoO 2: 1d20 + 10 ⇒ (13) + 10 = 23
Piercing, good, magic: 2d4 + 7 ⇒ (3, 2) + 7 = 12

AoO 3, rage: 1d20 + 10 ⇒ (8) + 10 = 18
Piercing, good, magic: 2d4 + 7 ⇒ (3, 1) + 7 = 11

Buff provided:
Inspired Rage, +2 str, +2 con, +2 will, -1 AC, morale bonus
Spoiler:
At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike with the barbarian's rage ability, those affected are not fatigued after the song ends.)
If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). Inspired rage does not allow an ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Celestial Blood, Lesser (Su)

Spoiler:
While the barbarian is raging, her melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, the barbarian deals an additional 1d6 points of damage when she damages an evil outsider with a melee attack.

Quick Reflexes (Ex)

Spoiler:
While raging, the barbarian can make one additional attack of opportunity per round.


Junior hefts his Ransuer at the giant while continuing the beat and infusing a bit of magic in his weapon.

Rasuer vs Giant, rage: 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20
Piercing, good, magic, rage, arcane strike: 2d4 + 7 + 1 + 2 ⇒ (2, 1) + 7 + 1 + 2 = 13

AoOs, if provoked:
AoO 1, rage: 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
Piercing, good, magic, rage, arcane strike: 2d4 + 7 + 1 + 2 ⇒ (4, 3) + 7 + 1 + 2 = 17

AoO 2, rage: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28
Piercing, good, magic, rage, arcane strike: 2d4 + 7 + 1 + 2 ⇒ (2, 3) + 7 + 1 + 2 = 15

AoO 3, rage: 1d20 + 10 + 1 ⇒ (1) + 10 + 1 = 12
Piercing, good, magic, rage, arcane strike: 2d4 + 7 + 1 + 2 ⇒ (4, 4) + 7 + 1 + 2 = 18

Buff provided:
Inspired Rage, +2 str, +2 con, +2 will, -1 AC, morale bonus
Spoiler:
At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike with the barbarian's rage ability, those affected are not fatigued after the song ends.)
If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). Inspired rage does not allow an ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Celestial Blood, Lesser (Su)

Spoiler:
While the barbarian is raging, her melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, the barbarian deals an additional 1d6 points of damage when she damages an evil outsider with a melee attack.

Quick Reflexes (Ex)

Spoiler:
While raging, the barbarian can make one additional attack of opportunity per round.


Junior seizes the moment, calling out, "Waaaaagh!" Orkish for 'to war'. The battle cry conpels his companions forward.

He lays out a drum beat that inspires fury and climbs the stairs as fast as he can while drawing out Gargoyle Bane, Ransuer of the Gargoyle

Swift to give everyone a free move action and standard to start inspire rage, move up 20ft, not 100% sure where that gets me.

Advance (Ex):
As a swift action, you can expend one use of mythic power to inspire a tactical advance on the field of battle. This allows you and each of your allies within 30 feet to take either a single move action of the character's choice or a 5-foot step, as long as you or your ally has the ability to take such an action (for example, an unconscious character still can't take an action). The action granted by this ability doesn't count toward the number or type of actions a creature is allowed to take on its turn.

Buff provided:
Inspired Rage, +2 str, +2 con, +2 will, -1 AC, morale bonus
Spoiler:
At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike with the barbarian's rage ability, those affected are not fatigued after the song ends.)
If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). Inspired rage does not allow an ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Celestial Blood, Lesser (Su)

Spoiler:
While the barbarian is raging, her melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, the barbarian deals an additional 1d6 points of damage when she damages an evil outsider with a melee attack.

Quick Reflexes (Ex)

Spoiler:
While raging, the barbarian can make one additional attack of opportunity per round.


Junior melts back into his smiling half-ork form. He slaps Tristan on the back in a friendly manner as the bloodlust from the battle drains from his eyes. ”Invigorated. Ready for more. Don’t worry I’ve a lot more fight in me yet.” He makes a furtive glance at his portable forge, it’s embers cold, and his mother’s blade still lies unfinished.


Greta Gyllenhår wrote:

Hey everyone, I really hate to do this, especially since I really like this group (and this character), but I clearly don't have the bandwidth for gaming right now, so I'm going to have to bow out. I'll leave my profile as is for the foreseeable future and you can feel free to use Greta as an NPC if/when you like, but its been like 3 weeks since I've really been able to keep up and that's not fair to anyone else.

I hope my leaving doesn't disrupt things too much for the rest of you. Happy gaming.

We'll miss you but take care of yourself.


Junior follows suit and enters the inner crypt to face the dreaded Moxsahbuul.

Continuing rage song and accepting it, double move behind Tristan, swift to add arcane strike.

AoOs, if provoked:
AoO 1, alter self, rage, amp. rage, good hope: 1d20 + 10 + 1 + 1 + 2 + 2 ⇒ (18) + 10 + 1 + 1 + 2 + 2 = 34
Piercing, good, magic, alter self, rage, amp rage, good hope, arcane strike: 2d4 + 7 + 1 + 2 + 3 + 2 + 2 + 2 ⇒ (2, 1) + 7 + 1 + 2 + 3 + 2 + 2 + 2 = 22

AoO 2, alter self, rage, amp. rage, good hope: 1d20 + 10 + 1 + 1 + 2 + 2 ⇒ (1) + 10 + 1 + 1 + 2 + 2 = 17
Piercing, good, magic, alter self, rage, amp rage, good hope, arcane strike: 2d4 + 7 + 1 + 2 + 3 + 2 + 2 + 2 ⇒ (3, 3) + 7 + 1 + 2 + 3 + 2 + 2 + 2 = 25

AoO3, alter self, rage, amp. rage, good hope: 1d20 + 10 + 1 + 1 + 2 + 2 ⇒ (4) + 10 + 1 + 1 + 2 + 2 = 20
Piercing, good, magic, alter self, rage, amp rage, good hope, arcane strike: 2d4 + 7 + 1 + 2 + 3 + 2 + 2 + 2 ⇒ (4, 1) + 7 + 1 + 2 + 3 + 2 + 2 + 2 = 24

Buff provided:
Inspired Rage, +2 str, +2 con, +2 will, -1 AC, morale bonus
Spoiler:
At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike with the barbarian's rage ability, those affected are not fatigued after the song ends.)
If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). Inspired rage does not allow an ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Celestial Blood, Lesser (Su)

Spoiler:
While the barbarian is raging, her melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, the barbarian deals an additional 1d6 points of damage when she damages an evil outsider with a melee attack.

Quick Reflexes (Ex)

Spoiler:
While raging, the barbarian can make one additional attack of opportunity per round.

Amplified rage on Greta, Tristan

Spoiler:
Whenever you are raging and adjacent to a raging ally who also has this feat or flanking the same opponent as a raging ally with this feat, your morale bonuses to Strength and Constitution increase by +4. This feat does not stack with itself (you only gain this bonus from one qualifying ally, regardless of how many are adjacent to you).

Good Hope

Spoiler:

Moment of Greatness


Junior feels like their formation is all wrong and he wonders how this happened, he has a flight of fancy about demonic illusions. He resumes the theme for this combat and then takes a swipe at a ghoul (orange). He puts a little magic English on his ransure as he swings.

Assuming that either Tristan or Greta will accept rage when I start it.

Ransuer, alter self, rage, amp. rage, good hope: 1d20 + 10 + 1 + 1 + 2 + 2 ⇒ (4) + 10 + 1 + 1 + 2 + 2 = 20
Piercing, good, magic, alter self, rage, amp rage, good hope, arcane strike: 2d4 + 7 + 1 + 2 + 3 + 2 + 2 + 2 ⇒ (2, 2) + 7 + 1 + 2 + 3 + 2 + 2 + 2 = 23

Rage song with move action and accepting it, standard to attack, swift for arcane strike

AoOs:

AoO 1, alter self, rage, amp. rage, good hope: 1d20 + 10 + 1 + 1 + 2 + 2 ⇒ (15) + 10 + 1 + 1 + 2 + 2 = 31
Piercing, good, magic, alter self, rage, amp rage, good hope, arcane strike: 2d4 + 7 + 1 + 2 + 3 + 2 + 2 + 2 ⇒ (4, 2) + 7 + 1 + 2 + 3 + 2 + 2 + 2 = 25

AoO 2, alter self, rage, amp. rage, good hope: 1d20 + 10 + 1 + 1 + 2 + 2 ⇒ (7) + 10 + 1 + 1 + 2 + 2 = 23
Piercing, good, magic, alter self, rage, amp rage, good hope, arcane strike: 2d4 + 7 + 1 + 2 + 3 + 2 + 2 + 2 ⇒ (3, 1) + 7 + 1 + 2 + 3 + 2 + 2 + 2 = 23

AoO3, alter self, rage, amp. rage, good hope: 1d20 + 10 + 1 + 1 + 2 + 2 ⇒ (8) + 10 + 1 + 1 + 2 + 2 = 24
Piercing, good, magic, alter self, rage, amp rage, good hope, arcane strike: 2d4 + 7 + 1 + 2 + 3 + 2 + 2 + 2 ⇒ (2, 3) + 7 + 1 + 2 + 3 + 2 + 2 + 2 = 24

Buff provided:
Inspired Rage, +2 str, +2 con, +2 will, -1 AC, morale bonus
Spoiler:
At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike with the barbarian's rage ability, those affected are not fatigued after the song ends.)
If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). Inspired rage does not allow an ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Celestial Blood, Lesser (Su)

Spoiler:
While the barbarian is raging, her melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, the barbarian deals an additional 1d6 points of damage when she damages an evil outsider with a melee attack.

Quick Reflexes (Ex)

Spoiler:
While raging, the barbarian can make one additional attack of opportunity per round.

Amplified rage on Greta, Tristan

Spoiler:
Whenever you are raging and adjacent to a raging ally who also has this feat or flanking the same opponent as a raging ally with this feat, your morale bonuses to Strength and Constitution increase by +4. This feat does not stack with itself (you only gain this bonus from one qualifying ally, regardless of how many are adjacent to you).

Good Hope

Spoiler:

Moment of Greatness


Junior is still a threat, AoOs:
Using rasuer with 10ft reach, uncanny dodge and combat reflexes should allow AoOs even if I’m surprised. Again they probably have cover but just in case.

AoO 1, alter self, good hope: 1d20 + 10 + 1 + 2 ⇒ (11) + 10 + 1 + 2 = 24
Piercing, magic, good: 2d4 + 7 + 1 + 2 ⇒ (3, 1) + 7 + 1 + 2 = 14

AoO 2, alter self, good hope: 1d20 + 10 + 1 + 2 ⇒ (13) + 10 + 1 + 2 = 26
Piercing, magic, good: 2d4 + 7 + 1 + 2 ⇒ (1, 4) + 7 + 1 + 2 = 15


Junior bumps his elbow into Selann's ear, a mistake, he intended a friendly jab into his ribs.


Sorry for the delay everyone.

Junior sets the theme as his companions send the foul dead, home.

He advances next to Greta being sure to lend his anger to hers.

Move up 20ft, start rage song with standard.

AoOs if provoked:
Using rasuer with 10ft reach, though I think everything has cover but just in case.

AoO 1, alter self, rage song, amplified rage, good hope: 1d20 + 10 + 1 + 1 + 1 + 2 + 2 ⇒ (17) + 10 + 1 + 1 + 1 + 2 + 2 = 34
Piercing, magic, good: 2d4 + 7 + 1 + 2 + 3 + 2 ⇒ (2, 4) + 7 + 1 + 2 + 3 + 2 = 21

AoO 2, alter self, rage song, amplified rage, good hope: 1d20 + 10 + 1 + 1 + 1 + 2 + 2 ⇒ (12) + 10 + 1 + 1 + 1 + 2 + 2 = 29
Piercing, magic, good: 2d4 + 7 + 1 + 2 + 3 + 2 ⇒ (3, 3) + 7 + 1 + 2 + 3 + 2 = 21

AoO 3, alter self, rage song, amplified rage, good hope: 1d20 + 10 + 1 + 1 + 1 + 2 + 2 ⇒ (9) + 10 + 1 + 1 + 1 + 2 + 2 = 26
Piercing, magic, good: 2d4 + 7 + 1 + 2 + 3 + 2 ⇒ (2, 3) + 7 + 1 + 2 + 3 + 2 = 20

Inspired Rage, +2 str, +2 con, +2 will, -1 AC, morale bonus:
At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike with the barbarian's rage ability, those affected are not fatigued after the song ends.)
If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). Inspired rage does not allow an ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.

Celestial Blood, Lesser (Su):
While the barbarian is raging, her melee attacks are considered good-aligned weapons for the purpose of bypassing damage reduction. Furthermore, the barbarian deals an additional 1d6 points of damage when she damages an evil outsider with a melee attack.

Quick Reflexes (Ex):
While raging, the barbarian can make one additional attack of opportunity per round.

Amplified rage on Greta, Tristan:
Whenever you are raging and adjacent to a raging ally who also has this feat or flanking the same opponent as a raging ally with this feat, your morale bonuses to Strength and Constitution increase by +4. This feat does not stack with itself (you only gain this bonus from one qualifying ally, regardless of how many are adjacent to you).


Seeing Caliban's super elf form he hits his head with the heel of his hand, "Duh" He similarly shifts form.


1d20 + 3 ⇒ (10) + 3 = 13
1d20 + 3 ⇒ (8) + 3 = 11

Junior stares blankly, "Uhhh..."

He makes Greta and Tristan extra angry and everyone good and just great.

Amplified rage for Greta and Tristan via shared training, moment of greatness and good hope for everyone.


Junior inspires the horses with a warcry that rings out across the battlefield as they trample ghoul flesh beneath their hooves.

”My Little Pony, My Little Pony
What will today's adventure be?
My Little Pony, My Little Pony
Will there be exciting sights to see?
Where will you wander, hither and yonder?
Letting your heart be your guide
My Little Pony, My Little Pony
I'll be there right by your side
I'll be there right by your side.”

Bull rush, gallant inspiration: 1d20 + 7 + 2d4 ⇒ (18) + 7 + (2, 1) = 28


Gonna wait for a couple more people to make their choices since Junior could make half of the rolls just not very well.


Junior hangs his head in shame at his inglorious contribution...


@Selann I'll save my Spell Kenning for you for today unless we hit an emergency. Just pay the appropriate scribe scroll cost for whichever 1st-3rd level spell you want to learn.

You can assume I do that everyday for you. I'll call out when it won't be possible.


Junior points at the catapult and drools a bit, "Using the sudden release of potential energy to propel a payload?! I want one." He slaps Amelia on the back encouragingly, "Let's take it! With your help of course."

Assume climb check must be made first before the engineering.

Climb with barrow skill, gallant inspiration: 1d20 + 10 + 2d4 ⇒ (12) + 10 + (4, 2) = 28

Once atop the tower Junior tosses down a rope, tied to one of the battlements.


DM_aka_Dudemeister wrote:
Selann Juris wrote:
Crap! I forgot that. And there's no where to buy them here.... :(
Horgus can source scrolls, potions and consumables for you for a 15% mark-up for delivery.

Could he do the same for scribing material?


Junior chuckles as Tristan makes the rounds. When his turn comes he says slyly, "Careful that's a loaded weapon."


Do any of our NPC friends have ranks in profession siege engineer? Or would Know. Engineering also work for that check? Even if the DC was higher.


Benedic wrote:
Prestige classes don't get free wizard spells when they level up, right? :/

They do not. I can feed Selann scrolls up to 3rd level now if he wants.


Selann Juris wrote:
My spellcraft is currently +7, but I plan to increase it to +12. In the item creation rules you can double the speed of creating an item by increasing the DC by 5.

Yep then the DC goes to 20. 5 (base) + 5 (item level) + 5 (req not met) + 5 (fast craft).

Your check is 22 if you take 10. No need to burn a valuable 3rd level spell slot on it.


Fred Junior wrote:
Selann Juris wrote:
And I can add magic to my arcane bond/ring! Can anyone cast Create Food and Water? (to make it a ring of sustenance)
I could with Spell Kenning

Gonna recommend you just no meet that prereq. DC becomes 15, and each check you can take 10, your spellcraft is better than +5 right?


Selann Juris wrote:
And I can add magic to my arcane bond/ring! Can anyone cast Create Food and Water? (to make it a ring of sustenance)

I could with Spell Kenning


Turns out I planned ahead

+1 feat (Outflank)
+1 BAB
+7 HP
+5 skill +2 background craft, spellcraft, UMD, engineering, oratory, percussion, sing
Lore Master 1/day
Versatile Performance - Sing to gain bluff
+2 3rd level spell slot
+1 1st level spell known (Moment of Greatness)
+2 3rd level spells known (Flexible Fury, Good Hope)
Rage song may be started with move action
Leadership +5 1st level followers. Will get some basics on these people later but one is a goblin alchemist whose name is Spleck

Amelia +1 level, will do later


Anyone want to go in on outflank with me?


That'll teach you to trust a cat who's also a wizard with your investment portfolio.

@Dudemeister, excuse me if I've asked this before but does Moment of Greatness apply to the strength bonus from rage song? I can see arguments on either side of it.


Yeah until you share your trust fund with me I have to work for a living. And I should probably make some GM posts before I level too, lol


OMG this is such a good level for me. I wish I had time to actually do it. Stupid work.

Lore master, another versatile perform, song goes to move, 3rd level spells.


Oratory as Sense Motive: 1d20 + 12 ⇒ (9) + 12 = 21

Junior looks to Anevia, then to Nurah quixotically trying to discern the subtext. He glances at Amelia looking for help.

Craft weapons, mythic powar: 10 + 15 + 1d6 ⇒ 10 + 15 + (3) = 28


Stronk vs distance, speed, superheroism, sasquatch: 1d20 + 4 + 4 + 4 + 1 ⇒ (18) + 4 + 4 + 4 + 1 = 31
Escape Artist vs gap,superheroism: 1d20 + 2 + 4 ⇒ (7) + 2 + 4 = 13
Acrobatics vs chasm, superheroism, superspeed: 1d20 + 9 + 4 + 4 ⇒ (18) + 9 + 4 + 4 = 35
Survival vs lost, superheroism: 1d20 + 4 ⇒ (14) + 4 = 18
Climb vs vertical, superheroism, sasquatch: 1d20 + 4 + 4 + 1 ⇒ (11) + 4 + 4 + 1 = 20

Junior runs the obstacle course only tripping up at the gap. Instead of sucking in his gut Junior makes the stone suck in it's cracking the rock face in the process. It only hurts a little when the rocks retaliate.

He offers a few words of encouragement to Selann, "You got this!" and "I believe in you!"

Gallant Inspiration to failed skill checks: 2d4 ⇒ (3, 1) = 4
Gallant Inspiration to failed skill checks: 2d4 ⇒ (1, 2) = 3

At the end between breaths Junior says, "All that training with Mike and Mark as a kid paid off."


UMD vs longstrider wand: 1d20 + 12 ⇒ (16) + 12 = 28

Junior nods as his form becomes taller, burlier, and hair starts growing from his ears, "I'm as ready as I'm ever going to be."

No sasquatch pic boo.

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