Marsh Giant

GWRRR'RRR's page

205 posts. Alias of Aoth Anskuld.


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HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

I'm leaving for ~3 weeks as well...


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

"Want Gwrrr'rrr jump down and grab idol?"


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

Gwrrr'rrr shrugs, and follows the goblin, continuing to kick caltrops away from the hole.


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

For various reasons, time to play is a big problem for me right now. I'm trying to keep up with my last few games that I'm involved with, but it's pretty rough.


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

Well, it seems like the platforms raise or lower themselves based on people's weight. The poles probably just stop them from going past certain points.


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

Gwrrr'rrr starts kicking the caltrops to one side of the platform, away from the hole and Joboo.

action:
I would think that tough boots would help with that, but whatever attacks you want me to take, I keep going for at least 6 points of damage. If it's 1d2, my DR 1/- will make it only roll 0 or 1.


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

action:
My half speed is 20, so I'll just move at half-speed to pick my way through the caltrops.


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

Gwrrr'rrr shrugs, Gobbos good with traps...

The Orc goes where Joboo is, and picks him up, moving him wherever he indicates.


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

"Can climb on back if you want, gobby. Gwrrr'rrr try jump on the thingy."


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

It's a challenge and a trap. Of course Gwrrr'rrr is going to blunder blindly into it and try to take himself out. He's an evil Orc with 6 int, 5 wis, and 5 cha. If I didn't stumble into every trap, I'd be a terrible role player. :)

Now he will tree himself, and then smarter heads will have to take over and win, hopefully finding a way to use him.


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

I'd like to try to run to the middle and climb on top of the threaded axle before it gets any higher. Should I make any rolls for that?


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3
Ryujin wrote:
OK, maybe I missed something, but the 15' pit doesn't contain the idol, its somewhere down the hole in this pit, yes? If not I completely mis-read it.

Yeah, with nothing but a hole visible in the pit, I sort of imagined this as the start of a whole path we would have to take to get to the idol, platformer-like. :)

I was also sort of thinking if we found the idol right inside the second hole, I would just hand it to a small character and throw them to the surface...


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

OK, just the one damage for me then, thanks. Went ahead and moved.

What are the rules for throwing PC's? :)


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

"We go then."

The Orc jumps to the bottom, trying to roll when he hits the bottom, but instead stubbing his toe.

crunch & question:
Acrobatics to avoid damage first 10' (DC15): 1d20 + 8 ⇒ (6) + 8 = 14
Non-lethal for first 10': 1d6 ⇒ 3, -2 for non-lethal DR = 1
It's then 1d6 for every 10', is another 5' enough to cause another 1d6? If so, 1d6 ⇒ 3, -1 for lethal DR = 2 more


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

"All have to get up, or only one with idol?"


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

Gwrrr'rrr can be meatshield now.


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

Training works for me.


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

HP roll (barbarian): 1d6 + 6 ⇒ (5) + 6 = 11
Favored class to skill points.
Rage power: Superstition
Gain DR 1/-, 2/lethal


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

What HP gain mechanic should we use? Normal die? Half + half die? Half rounded up? Other?


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

Gwrrr'rrr hears a lot of words he doesn't understand, other than that the bags contain 'spoils', which sounds like rotting food, which he's eaten enough times in his life.

As he opens the bag, he is momentarily unhappy that it actually doesn't seem to contain spoiled food as he thought, but then he realizes the items are probably worth more, and he can buy all the spoiled food he can stuff in his face.


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

"That happen a lot in market? Seem like it bad for business."


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

I've been in a similar bind at work this week...real life comes first.


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

The Orc was tired of being harassed by the whip, and stopped running, the threat of the frog creatures already fading from his short attention span. He turned to face the whip, and slashed at it again, trying to eliminate the nuisance.

action:
Already rolled attack 14, damage 23


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

Sorry, forgot I had posted rolls here but not posted my action post. I'll do so sometime today.


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

Attack whip:
Greatsword: 1d20 + 12 ⇒ (2) + 12 = 14, damage 2d6 + 14 ⇒ (4, 5) + 14 = 23


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

Gwrrr'rrr turned a whiter shade of green when he heared the bellow. The whip followed him, and he ducked just in time as he saw it flying towards his head. He growled, enraged, and in one motion drew his greatsword and attempted to cut the whip in half.

crunch:
Failed will save, shaken
Rage starting.
Attacking whip.
Greatsword, power attack: 1d20 + 8 - 1 - 2 ⇒ (4) + 8 - 1 - 2 = 9, damage 2d6 + 13 ⇒ (6, 3) + 13 = 22


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

Will: 1d20 - 5 ⇒ (19) - 5 = 14
Shaken for 1d4 ⇒ 1 rounds


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

The Orc abandoned any thought of firing his bow, and fear took over as he tried to clear the area.

5 damage from tree. Double move from O10 to V4.


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

Reflex (shrapnel DC12 / 3 damage): 1d20 + 1 ⇒ (18) + 1 = 19
Reflex (anvil DC13 / trip): 1d20 + 1 ⇒ (20) + 1 = 21
Reflex (tree / bullrush 10 + 5 damage): 1d20 + 1 ⇒ (5) + 1 = 6

The tree hits. I take 5 points of damage - where do I get pushed, straight west to O10?


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

Gwrrr'rrr ran backwards to find some shelter. When he reached a safer distance, he turned and loosed another arrow.

crunch:
Shaken
Move from Q16 to Q10
Longbow vs 7, 13, or 14, whichever is closest and alive.
Attack: 1d20 + 3 - 2 ⇒ (4) + 3 - 2 = 5, damage 1d8 + 5 ⇒ (2) + 5 = 7


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

Will: 1d20 - 3 ⇒ (4) - 3 = 1

The Orc craps his pants and ponders retreat.


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

Fort: 1d20 + 5 ⇒ (11) + 5 = 16


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

Knowledge(planes): 1d20 - 2 ⇒ (20) - 2 = 18

Gwrrr'rrr smart today!


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

Gwrrr'rrr slipped through the crowd until he had a clear shot, then loosed an arrow at the closest frog, to see what color they bleed.

Move as far as Q16 if necessary for a clear shot. If the crowd is running away from the frogs I might not have to go that far.
Bow: 1d20 + 3 ⇒ (10) + 3 = 13, damage 1d8 + 5 ⇒ (5) + 5 = 10


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

BTW, I find that having the GM have a big init roll spoiler table you can paste in when it's time for everyone to roll init saves waiting for players. :)


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

Init: 1d20 + 3 ⇒ (10) + 3 = 13


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

Ref: 1d20 + 4 ⇒ (18) + 4 = 22

The Orc's combat training kicked in, and he ran for cover while drawing his bow.

Did I get a chance to buy my fancy ammo yet?


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

Ideally I'll spot a sunglasses stall...if so that is definitely my first destination. Otherwise I am looking at weapons when I notice the gate again.


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

crunch:
Perception: 1d20 + 1 ⇒ (19) + 1 = 20
Wow, knowledge checks easy enough for me to possible make? How can I not roll...
Knowledge(anything): 1d20 - 2 ⇒ (13) - 2 = 11 capped at 10
Gwrrr'rrr notices the lights. "Yeah, look like opening again. Other side not look so fun, but at least not so much bright light."


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

I'd also like to add:
50x thistle arrows (50gp)
50x nexavaran steel arrows (3.75gp)

If I can't get nexavaran steel, I'll do cold iron for 5gp.


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3
GWRRR'RRR wrote:

20gp - 10x cold iron chakram

350gp - MW greatsword
-25gp - sell greatsword
100gp - 2 potions CLW
5gp - eyeglasses (sunglasses)

Total purchase: -450gp

Only >100gp item is the masterwork greatsword. Seems pretty mundane. :)


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

Gwrrr'rrr understands nothing other than the request to accompany Lorth, but shrugs and nods, following the halfling.


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

20gp - 10x cold iron chakram
350gp - MW greatsword
-25gp - sell greatsword
100gp - 2 potions CLW
5gp - eyeglasses (sunglasses)

Total purchase: -450gp


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

Sorry for the slowness, I'll get my list done sometime this afternoon.


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

"Probably bad idea for have roommate, Gwrrr'rrr sometimes sleep-eat."

The Orc dumps his battle gear and his other few possessions in a single room with a large door, and wanders back to the main room.


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

"Sound good to me."


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

"If we prentice...we still get to fight? If no more fight here, will be time Gwrrr'rrr go. Orc for fight, not fetch."


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

Are they going to try to throw us off? What we doing up here? Wish I had something to block some of this light.

The Orc shaded his face with his huge hands and waited to see what the Human had to say.


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

Gwrrr'rrr saw how many people were floating in the baths, and considered. Wonder if temperature go to boil? Would make good stew pots.


HP 29/29; CMD 21/17; AC 20/14/16 F:+6 R:+3 W:-3

"Did my best to make him sleep off his worries."

Gwrrr'rrr pulled a wire brush out of his pack, and brushed the bits of people out of his tusks.

Full Name

Ariela

Classes/Levels

Esoteric (Magus) 2: HP 15/15 : AC/T/FF 16/13/12 (20/17/12 w/Shield): Fort: + 4 Reflex: + 2 Will: +3 : Perception +0

Size

5'9 157lbs

Age

23

Deity

Irori

Homepage URL

Ariela

About Ariela

Female Human Magus (Esoteric) 2
NG Medium humanoid (human)

Init +3; Senses .; Perception +0
--------------------
Defense
--------------------
AC 16 (20 with shield spell), touch 13, flat-footed 13 (+2 Dex, +3 Armor+1 Dodge) Armor
hp15 (2d8+2) Current 15
Fort +4, Ref +2, Will +3 (+2 vs Memory affecting/ +5 vs Emotion affecting)
Defensive Abilities Fire Resistance 3
--------------------
Offense
--------------------
Speed 30 ft.
Initiative +3
MeleeUnarmed strike +4 1d6+2 Bludgeoning (+1d4 bleed. bleeding attack)
Melee Dagger +4 1d4+2 Piercing/slashing
Melee Punching Dagger +4 1d4+2 Piercing
Ranged: Spell +3 Varies
Ranged:
Special Attacks Spellstrike.
Magus Spell-Like Abilities (CL 2; concentration +7)
. . At will—
Magus Spells Prepared (CL 2 ; concentration +7)
. . 1st (2/day)—Chill touch,Shield
. . 0 (at will)— Daze,Flare,Spark,Ray of Frost

Magus Spells Known
. . 1st (7)— Jump, Shocking Grasp, Shield, Thunderstomp, Vanish, Frostbite, Chill touch
. . 0 (all)—Acid splash, Arcane Mark, Dancing lights, Daze,Detect Magic, Disrupt Undead, Flare, Ghost sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark
--------------------
Statistics
--------------------
Str 16, Dex 14 , Con 12, Int 18, Wis 10, Cha 8
Base Atk +0; CMB +3 ; CMD 15
Feats Bleeding Attack, Dodge.
Traits Arcane Temper, Petitioner
Skills Acrobatics +6, Climb +3, Craft, Fly +2, Intimidate +3, Knowledge Arcana +8 , Knowledge Local + , Knowledge Nature + , Knowledge Planes +8 ,Knowledge Religion +, Perception +0 , Sense motive +0, Stealth +2, Spellcraft +8, Swim +2, Survival + , UMD +3 ;

Racial Modifiers
Languages Common, Draconic, Celestial, Abyssal, Dwarven

Gear/ Possessions:

Leather Armor 10gp
Dagger 2 gp
Punching Dagger 2gp
Potions:
Mage Armor 50gp
Shield 50gp
Enlarge person 50gp
Sleeves of Many Garments 200gp
Ioun Torch 75gp
Magus’ kit : This includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. 22gp
Traveler’s outfit 1gpp
Fire-resistant boots 20gp
3 doses Flash powder 60gp
2 smoke pellet (smog)makes invisible creatures visible for 1d4 rounds. 80gp
smoke pellet (pepper)DC 12 Fortitude save or be sickened for 1 round. 60gp
Tattoo kit 25gp
Breathing mask 200gp
Studded Leather Fire Resist 3 325gp
Total value 1231gp

Magical Gear
Armor
Belt
Body
Chest
Eyes
Feet:
Hands:
Head:
Headband
Neck:
Rings
Shoulders:
Wrists:

Slotless

--------------------
Special Abilities
--------------------
Arcane pool 5/day +1 enhancement bonus to unarmed strikes for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. At 5th level, he can use these bonuses to add any of the following weapon special abilities to his weapons or unarmed strikes:defending, flaming, flaming burst, frost, icy burst,impact, shock, shocking burst, speed, orthundering.
Diminished Spellcasting: An esoteric has one fewer spell slot of each level than a regular magus. If this reduces his number of spell slots of a particular level to zero, he can cast spells of that level only if his Intelligence allows bonus spells of that level.
Spell Combat full-round action, make all of unarmed attacks n at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If casting this spell defensively, she can decide to take an additional penalty on her attack rolls, up to her Intelligence bonus, and add the same amount as a circumstance bonus on her concentration check
Unarmed strike treats magus levels as monk levels when determining the amount of damage he deals with his unarmed strikes.
Unarmed spellstrike (Su) Deliver touch spells via Unarmed strike.

Appearance:

Tall and well formed, Ariela is in exceptional shape. Her exquisite figure, blending feminine curves and sleek muscle, a testament to the work she puts into the development of her body.

Her lightly tanned, liberally freckled skin carries the blush of health, her face, blessed with a full mouth and alluring green eyes, framed by medium length dark hair, extending to a long braid down the back of her neck, combine to give her a somewhat exotic look.

Often wearing black light leather armor under a short skirt and tunic, she prefers to keep her arms and legs free, both for the benefit of her spellcasting and the freedom to move, and when necessary, fight.
.

Background:

Being the only intellectual in a family of contemplatives wasn’t easy, especially when raised in a monastery. Born in her family’s secluded monastery deep in the

You have taken 4 points of Charisma Drain. This is a Curse effect. You will need the curse to be lifted before the Drain can be cured.

In addition, you gain the following Drawback and Trait-

Styx Tainted: You take a -1 penalty against any spell or effect that affects memory.

Numb Inside: You gain a +2 bonus against any spell or effect with the Emotion descriptor.

Wealth: 93gp