Orc

Goldoth's page

54 posts. Alias of Rotaretilbo.


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Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

A shame.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Goldoth calms down and lays the robed body back down. He considers Megildur's riddle.

roll + ability
Intelligence: 1d20 - 3 ⇒ (10) - 3 = 7
Wisdom: 1d20 - 3 ⇒ (7) - 3 = 4
Because why not?

His face is a mixture of puzzled and frustrated.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

GM Only:
Monster Lore
roll + ability (INT)
Knowledge (Local); Untrained (!>10): 1d20 - 3 ⇒ (13) - 3 = 10
If robed figure was humanoid

roll + ability (INT) + skill rank + class skill
Knowledge (Nature): 1d20 - 3 + 1 + 3 ⇒ (17) - 3 + 1 + 3 = 18
If robed figure was some other natural creature (monstrous humanoid, animal, vermin, plant, or fey)

Given that he had 35 nonlethal damage on him and hadn't passed out yet, 17 lethal damage shouldn't have been enough to push him into the negatives, so he's either stopped breathing for reasons other than damage, or something like Diehard was in play. But Goldoth doesn't know any of that, so comical attempts at first aid ho!

Goldoth drops his axe, grabs the robed man by the shoulders, and begins to shake him vigorously.

GM Only:
Provide First Aid
roll + ability (WIS)
Heal: 1d20 - 3 ⇒ (17) - 3 = 14
Oh my, that was actually pretty close!


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Ah, true. In that case, Goldoth will use his move action to stand first. It'll provoke an AoO, but since the AoO resolves first, he can't trip Goldoth again, since Goldoth will still be prone when the AoO resolves.

I also realized that attacking with a whip normally provokes an AoO, and Goldoth was adjacent when he was attacked. There are feats for that too, but those feats allow you to deal lethal damage with a whip if you want, so it's weird that he would deal nonlethal damage. Let me know if maybe this was an oversight, but for now I'm assuming Whip Mastery is in play.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Also don't think Goldy took any damage. Per the SRD, "A whip deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher."

Goldoth, having not tripped, per Zimul, is not amused, and swings mightily at the robed figure once more.

Attack Robed Figure
roll + ability (STR) + base + insight (Inspiring Command) + competence (Inspire Courage) + untyped (nonlethal)
Attack (Greataxe): 1d20 + 6 + 2 + 2 + 1 - 4 ⇒ (18) + 6 + 2 + 2 + 1 - 4 = 25

roll + ability (STR x 1.5) + competence (Inspire Courage)
Damage (Nonlethal): 1d12 + 9 + 1 ⇒ (11) + 9 + 1 = 21

Summary (Round 2):
Standard Action: Attack Robed Figure with Greataxe (nonlethal)


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Fair fair. I figured since the robed figure took his turn in that post, that he was counting your action within the initiative, but I can see it interpreted either way, so I guess we'll wait for the GM.

Alitas is at work, so I dunno if he'll be able to post until later. In the meantime...

Goldoth rushes forward at the hooded figure presumably once Alitas begins to play his music, taking a great swing with the flat of his felling axe.

Charge Robed Figure
roll + ability (STR) + base + insight (Inspiring Command + competence (Inspire Courage) + untyped (Charge) + untyped (Nonlethal)
Attack (Greataxe): 1d20 + 6 + 2 + 2 + 1 + 2 - 4 ⇒ (15) + 6 + 2 + 2 + 1 + 2 - 4 = 24

roll + ability (STR x 1.5) + competence (Inspire Courage)
Damage (Nonlethal): 1d12 + 9 + 1 ⇒ (4) + 9 + 1 = 14

Summary (Round 1):
Full-Round Action: Charge Robed Figure with Greataxe (nonlethal)


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Twiggy, I think you've taken your turn this round already. Gonna try and pester Alitas into posting.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

About how far away from Goldoth is the hooded figure?


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

It's fine, Gyro. You can't possibly fail your stealth any harder than Goldoth has. ;)


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

GM Only:
roll + ability (DEX)
Initiative: 1d20 - 1 ⇒ (8) - 1 = 7
Just putting this here.

Goldoth looks dejected as everyone ignores his suggestion, but follows along.

GM Only:
Sneak
roll + ability (DEX) + ACP
Stealth: 1d20 - 1 - 4 ⇒ (1) - 1 - 4 = -4
Initiate sneaky beaky mode!


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Goldoth holds up his right hand, extending his thumb out and fingers up, and repeatedly brings the tips of his fingers together to his thumb in quick succession.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

GM Only:
Understand Tindertwig's pejorative
roll + ability + trait
Sense Motive: 1d20 - 3 - 2 ⇒ (17) - 3 - 2 = 12
Blast. Was hoping he wouldn't get that one!

Goldoth stands near the front. When Tindertwig issues his warning, his grip on his axe tightens.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

I return to serve.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Goldoth places the first of the bodies in the shallow grave that's been dug, then bends down to pick something up. Holding it up to the light, it seems to be a small ring.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Goldoth pulls his pack off and rummages through it for a few moments, producing a folding shovel. Without a word, he unfolds it and walks just a bit off the road, where he begins to dig.

GM Only:
Goldoth's digging graves. From what I can tell, it generally takes about half an hour to dig a single shallow grave. Let me know if you need me to make any kinds of checks.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

GM Only:
|
|
V

Recognize that the zombies are not alive (DC 5?)
Wasn't sure whether to use Heal or Perception. If the latter, I have an additional -2 penalty from a trait.
roll + ability
Heal: 1d20 - 3 ⇒ (6) - 3 = 3
Not that it's gonna matter, failure across the board. Gonna go for the skellington, then.

Goldoth ignores the fleshy thing clawing at him, instead bring the full bear of his axe down upon the spoopy skellington (which even Goldoth realizes is not a living creature).

Attack Undead Warrior
roll + ability + base + competence
Attack (Greataxe): 1d20 + 6 + 2 + 1 ⇒ (20) + 6 + 2 + 1 = 29

roll + ability + base + competence
Critial Threat: 1d20 + 6 + 2 + 1 ⇒ (17) + 6 + 2 + 1 = 26
Going to assume a 26 hits. All aboard the crit train. Choo! Choo!

roll + ability + competence
Damage (Slashing): 1d12 + 9 + 1 ⇒ (11) + 9 + 1 = 21

roll + ability + competence
Critical Damage (Slashing): 2d12 + 18 + 2 ⇒ (4, 8) + 18 + 2 = 32
CHOOO! CHOOO!


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Sorry, busy week at work. Goldoth will take the masterwork chainmail armor. And I assume he and Alitas are both with the party. I'll prod Alitas after work today.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Goldoth sets his rucksack next to a chair before gingerly taking a seat. When the chair does not creak in protest, he lets his full weight settle into it.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Goldoth stumbles out of the tavern, confused why everyone is apparently having a bonfire without him.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Goldoth helps with the cleaning, if that's what we end up doing. While he is tireless in his operation of a mop, he's also really bad at cleaning.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Goldoth reaches down

Grapple
roll + ability + base
Combat Maneuver (Grapple): 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
What can I say, Goldoth doesn't really understand personal space.

and picks the little goblin up, gently lifting him towards the ceiling towards where he is pointing.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Goldoth accepts his felling axe and replaces it in the belt loop at his right hip, alongside his smaller splitting axe. He seems happy to have it back.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Goldoth covers his eyes with his hands, though he's clearly peeking through his fingers. He seems very distressed by the scene, but does not become physically ill.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Goldoth silently follows after Tindertwig and Zimul.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

I dunno if Gyro falls prone, but he's definitely inert, not staggered, below 0 HP. And poor Goldoth doesn't know the difference between inert constructs and dead constructs.

Goldoth doesn't seem to hear whatever the kobold said, but he seems to have calmed down a bit, and stops squeezing the kobold so tightly.

Maintain Grapple
roll + ability + base + circumstance
Combat Maneuver (Grapple): 1d20 + 6 + 1 + 4 ⇒ (15) + 6 + 1 + 4 = 26
Going to assume that's successful.

Goldoth stands, but seems to have forgotten to set the kobold down. Holding the kobold under one arm while wiping tears and snot from his face with the other, he turns and heads back toward the others. I don't believe he made it very far before running into the kobold, so I assume he can, at the very least, see the approaching light?


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

GM Only:
Identify as hostile
roll + ability + trait + hangover
Sense Motive: 1d20 - 3 - 2 - 2 ⇒ (1) - 3 - 2 - 2 = -6
It's a friend!

Goldoth stops in front of the kobold, and then falls to his knees and envelopes it in an embrace,

Grapple
roll + ability + base
Combat Maneuver (Grapple): 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27

clutching the kobold like a doll as he begins to sob uncontrollably. I'm assuming he's unarmed and so won't get an AoO, but that wouldn't factor into Goldoth's decision.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Goldoth stares down at Gyro's prone form, confused. His felling axe clatters to the ground, his hands shaking too much to maintain a grip. He stands there for a long moment, petrified but for his quivering hands, then let's out a sort of cry of panic, his voice hoarse from disuse, before bolting further down the tunnel, away from the others.

GM Only:
Free action to drop weapon, and then either full round to run up to 120' if the tunnel is straight for more than 60' or double move action 60' otherwise.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

I dunno. Stone would most likely damage the dagger, ink doesn't adhere to stone very well, ink pen is totally useless, torch could maybe mar the paintings if you held it to the wall long enough but would require a lot of time, chalk could temporarily vandalize but could be washed off. If you have create water and a rag, you could probably try and scrub the paint free, but if it's lasted this long, it's probably been glazed over to protect it. Your best bet would be using the hammer and piton to break up the face and thus destroy the paintings, but that's going to be a pretty long process itself. Maybe just use the piton to deface the holy symbols?


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Zimul, I was under the impression, the art is painted directly onto the walls.

Goldoth begins to panic at the prospect of fighting between all his new friends. He forces his way between Gyro and Tindertwig, trying to distance them. He holds his arms out, palms out and hands perpendicular to his arms in a stop motion, both facing Gyro. He repeatedly shakes his head to accompany the gesture.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

I ran out of money and couldn't afford nice things. :(


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

The Reflex save rule only covers preventing someone from falling, specifically during climbing, and is thus meant for someone who is up with the jumper, not down where the jumper is landing. That isn't at all what I was proposing. I was proposing jumping into someone's arms as a means of reducing fall damage. Even if we tried to translate the Reflex save rule, it negates all fall damage because it stops the fall, which would mean that someone could jump from any height and if the person at the bottom makes the Reflex save, all fall damage is negated, but if the person at the bottom fails the save, they fall too? Oh, and also, the DC to catch someone, under these rules, is equal to 10 plus the Climb DC of the wall. So we can either call that 10 even, since we're not Climbing, or we can let the nearest wall arbitrarily affect the action. It makes sense to make a Reflex save to react split-second when the guy above you fails his Climb check and starts falling, but trying to squeeze this into just a Reflex save is rather inane.

Thus, the rules I have proposed. They allow us to perform an action that is perfectly normal but that aren't covered under the existing rules, and they do so without allowing us to abuse the rule to achieve things we ought not be able to do.

Our options are fairly limited here. Not everyone is going to have at least a +5 to Climb (and frankly, I'm surprised the wall was considered DC 15 and not DC 20), and unless someone brought a climber's kit, there's probably not anything to tie a rope off to. We could leave someone up top to hold the rope, but then that person is going to have to get down at some point, and the only person who's arguably strong enough to hold the rope is Gyro, who is wearing armor, so he's probably not making the Climb check. Failing a Climb check here is up to 12 lethal damage, which I have a feeling could be very bad for a few of us, and jumping like Goldoth is still up to 12 damage overall, albeit half nonlethal.

Goldoth continues holding out his arms for someone to jump down.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Only 20 feet, you say? Goldoth peers over the ledge, and then shrugs and jumps down.

GM only:
Reduce Fall Damage by 10'
roll + ability + hangover
Acrobatics: 1d20 - 1 - 2 ⇒ (2) - 1 - 2 = -1
Haha, nope.

Damage (Nonlethal): 1d6 ⇒ 1
Damage (Bludgeoning): 1d6 ⇒ 6

He stands still for a moment, then turns to face the others, holding out his hands as if to catch the next person to jump.

Since there don't appear to be any rules for catching a falling person, even though it's a rather normal action, I propose the following homebrew rules:

The jumper starts by rolling an attack (or possibly an Acrobatics check). This is to ensure that he falls into the catcher's square. The attack is made against the catcher's Touch AC, except that DEX bonus is inverted (since DEX would help the catcher line it up, not hinder him). If the jumper fails this attack, the catcher can attempt a Reflex save to still catch him, with a DC equal to 10 plus the amount by which the jumper failed the attack.

If either is successful, the jumper is caught by the catcher. In this case, the distance fallen is reduced by 5', and the damage is split 50/50 between the jumper and catcher (note: if the damage is an odd number, the extra 1 damage goes to the catcher).

If the attack fails by less than 5 and the save fails as well, the jumper lands on the catcher (a failed catch). The distance fallen is not reduced, but damage is still split between the jumper and catcher (though the extra damage from an odd number is applied to the catcher), and both the jumper and catcher end the action prone.

If the attack fails by less than 10 but at least 5, the jumper falls in a square within 5' of the catcher. If the Reflex save is successful the catcher moves to the square to make the catch, but if it also fails (a miss), the distance fallen is not reduced, the jumper takes all of the fall damage, and the jumper does not treat the fall as intentional. For every 5 by which the jumper fails the attack beyond this, the distance from the catcher fallen is increased by 5'.

In all cases, whether being caught, falling on the catcher, or missing, the jumper can make a DC 15 Acrobatics check as normal to negate the first 10' of fall damage.

Moreover, if the jumper is successfully caught, but the catcher is dealt nonlethal damage (either fall 10' and fail Acrobatics check or fall 20' with successful Acrobatics check), the catcher must make a Strength check with a DC equal to 10 plus the amount of damage the catcher took, or both the catcher and jumper end the action prone. If the catcher is dealt bludgeoning damage (fall 20' and fail Acrobatics check or at least 30' with successful Acrobatics check), the DC of the Strength check is increased by 5.

In the event that there are two catchers, the attack roll must beat both catchers' Touch AC with inverse DEX. If it beats only one, the other can attempt the Reflex save as normal; otherwise, the jumper is caught by one catcher. If a jumper is caught by two catchers, the damage is shared evenly between the three of them (if there is 1 left over damage, it is dealt to the jumper; if there is 2 left over damage, 1 damage is dealt to each catcher). No more than two people can attempt to catch a creature, and a catcher must be at least as large as the jumper to participate.

Naturally, this requires GM approval. If approved, Goldoth's Touch AC with inverse DEX is 11. A successful catch means 15' fallen, which is only 1d6 nonlethal split 50/50 if you fail the Acrobatics check. A failed catch is 20' fallen, which is 1d6 nonlethal 1d6 bludgeoning split 50/50 if you fail the Acrobatics check. A miss is 20' fallen, which is 2d6 bludgeoning all to yourself if you fail the Acrobatics check. So, you know, don't miss.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Goldoth gingerly sets the recovered kobold down as the dust settles, wiping a bit of sweat from his brow and then rubbing the accumulated perspiration off his hand with his shirt.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Goldoth takes a step back to allow the others unfettered access to the strange kobold. He places his back against the wall, adjacent the cubby, and then slowly slides into a sitting position with a great sigh. Producing a dirty piece of cloth from his backpack, he begins wiping the axeblade clean.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Oh, I really did crit? I hope 14 from R3 less fast heal plus the 54 in R4 didn't overflow and kill it outright! Goldoth's heart can't handle all this death. :(

GM Only:
roll + ability + hangover
Heal: 1d20 - 3 - 2 ⇒ (12) - 3 - 2 = 7
Was worth a shot...


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Whoops, didn't get a chance to roll Goldoth's attack last round.

Goldoth continues swinging the flat of his axe at the creature.

Attack (Nonlethal)
roll + ability + base + insight + morale + nonlethal
Attack (Greataxe): 1d20 + 6 + 1 + 2 + 1 - 4 ⇒ (10) + 6 + 1 + 2 + 1 - 4 = 16

roll + ability + morale
Damage (Nonlethal): 1d12 + 9 + 1 ⇒ (4) + 9 + 1 = 14

Summary (Round 3):
Standard Action: attack scary kobold

While I'm here, might as well attack for this round. I assume Zimul will continue casting inspiring command on Goldoth; otherwise, remove 2 from his attack roll.

Attack (Nonlethal)
roll + ability + base + insight + competence + nonlethal
Attack (Greataxe): 1d20 + 6 + 1 + 2 + 1 - 4 ⇒ (20) + 6 + 1 + 2 + 1 - 4 = 26

roll + ability + base + insight + competence + nonlethal
Critical Threat: 1d20 + 6 + 1 + 2 + 1 - 4 ⇒ (6) + 6 + 1 + 2 + 1 - 4 = 12

roll + ability + competence
Damage (Nonlethal): 1d12 + 9 + 1 ⇒ (12) + 9 + 1 = 22

roll + ability + competence
Critical Damage (Nonlethal): 2d12 + 18 + 2 ⇒ (11, 1) + 18 + 2 = 32

Wasn't sure if 12 would confirm, so rolled critical damage just in case. A shame to see such a good roll likely go to waste.

Summary (Round 4):
Standard Action: attack scary kobold

Combat So Far:
Combat is getting kind of confusing, so I went through and mapped out what's happened so far.

Initiative

Round 1

Round 2

Round 3

Round 4


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Just an aside, but bards maintain their Bardic Performance as a free action, so continuing to sing wouldn't really take up Alitas' whole turn.

I don't think we're flanking right now, but if the kobold isn't large, Gyro could probably move around him to flank. It'd draw an AoO, but seems like he's struggling to hit you anyway. If the kobold is large (which I assume he is; otherwise, he wouldn't have gotten an AoO against Gyro when he approached), then he's blocking the tunnel and we can't flank without Acrobaticsing through his space.

GM Only:
Discern Health
roll + ability + hangover
Heal: 1d20 - 3 - 2 ⇒ (15) - 3 - 2 = 10
Ayyy!


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Everyone, don't forget your +1 to attack and damage from Alitas.

Goldoth stares down at the broken kobold in dismay, then at the flat of his axeblade, stained with bits of blood and pink goopy stuff. He loosens his grip on the axe, letting the head fall to the ground as he loosely holds the haft in one hand.

But the kobold is still breathing, and blood isn't pooling around it. Just sleep? Goldoth's takes the axe once more in both hands. Just sleep. He turns to look at the big scary kobold that is hurting new metal friend. Sleep. Rushing forward, which I guess would provoke an AoO if he's got reach now, but unless he's also got Combat Reflexes, he's fresh out, Goldoth lets the haft slip in his hands as he swings it back, catching his grip near the bottom of the haft, and then brings the flat of the blade up, in a wide arc, clearing Gyro's head to connect with the new threat. Go sleep.

Charge (Nonlethal)
roll + ability + base + insight + morale + charge + nonlethal
Attack: 1d20 + 6 + 1 + 2 + 1 + 2 - 4 ⇒ (18) + 6 + 1 + 2 + 1 + 2 - 4 = 26

roll + ability + morale
Damage (Nonlethal): 1d12 + 9 + 1 ⇒ (3) + 9 + 1 = 13

Summary:
Full-Round Action: charge (15') scary kobold


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Goldoth steps around the corner, drawing the long-hafted felling axe from his hip as he does. His face is a mixture anxiety and discomfort as he spots the burning bodies of the kobolds further in, but he tightens his grip on the axe and steps up to block the kobold into the cubby, which would provoke an AoO, except he's wielding a crossbow.

Turning the axe so as to strike with the flat of the blade and shutting his eyes, he brings the axe down on the poor kobold's head.

Attack (Nonlethal)
roll + ability + base + insight + morale + circumstance
Attack: 1d20 + 6 + 1 + 2 + 1 - 4 ⇒ (11) + 6 + 1 + 2 + 1 - 4 = 17

roll + ability + morale
Damage (Nonlethal): 1d12 + 9 + 1 ⇒ (8) + 9 + 1 = 18

Oh jeez, assuming these guys have 5HP, 13 of that is going through as lethal damage. :(

Summary:
Move Action: Move 20' to cubby
Free Action: Draw weapon (greataxe) as part of regular move
Standard Action: Attack kobold in cubby with greataxe


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Initiative: 1d20 - 2 ⇒ (1) - 2 = -1

Looks like I'm last...


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Goldoth stands out of the way, occasionally peering nervously to Alitas.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Goldoth looks up at Alitas and shakes his head.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Goldoth comes out to the bar area before Alitas has awoken, and takes a seat at the bar. He gives a great stretch and a yawn, but otherwise says nothing. Wasn't sure if Beor would offer an orc oatmeal.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Goldoth perks up and gives the lieutenant his attention at the mention of disappearing people. He pats Alitas on the shoulder to get his attention, and points to the lieutenant, his head pushed out just a bit with his chin forward, as if prompting Alitas to say something.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

GM Only:
Going to see if Goldoth catches that negative remark from Alitas, because why not?

roll + ability + trait
Sense Motive: 1d20 - 3 - 2 ⇒ (1) - 3 - 2 = -4
Hehe, nope again.

Goldoth claps his hands together and gives a big smile at the mention of his name.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

GM Only:
I figured I couldn't get anything really potent for just the silver and four copper Goldoth offered, but I suppose the bartender can just bill Alitas the difference. That said, given that this was served as a pint, I'm imagining that it's going to have the strength of a really gnarly beer, rather than a proper liquor, bearing in mind that a pint is on the order of 8 to 11 shots, depending on which bar you're at. It's probably retched tasting, but if it were as potent as proper distilled liquor, it'd be served in something much smaller.

However, I'm pretty bored, and I realized that the variant rules I was using were only half thought through, so let's do some number crunching!

Under the variant rules, strength rating ranges from 2 to 64. Strangely, it describes 64 both as the meanest triple-distilled liquor dwarves have to offer and particularly strong elven wine. The problem is that wine normally tops out at about 15% alcohol by volume, fortified wine at 20%, and brandy at 60%, while a rectified spirit usually sit around 95% alcohol by volume. And considering that wine is normally consumed in a wine glass, which would vary from size 18 to size 28, a size 28 glass of this strength 64 wine would have a potency of 1792. Let's take a 20th-level elven barbarian, give him a Constitution score of 21, the Resilient character trait, and the Great Fortitude feat, and see how he fairs.

((5+2+1+8+1)+(3*21))*2 = (17+63)*2 = 80*2 = 160

So say the elf drinks the aforementioned glass of wine over the course of an hour. He compares the potency to his tolerance and finds that he has exceeded his tolerance by 1632, which means the DC for the Fortitude save he must make is also 1632. Let's say he rolls a natural 20 for best case scenario, giving him an impressive result of 40. However, he's failed the DC by 1592, meaning he's now going to take 319 ability damage. Let's assume that this elf is really spectacular, and has a Dexterity score of 20 and Wisdom score of 20. All ability damage alternates between the two until both are reduced to 1, so he takes the first 38 damage to Dexterity and Wisdom. That leaves 281 ability damage, and that's all going to Constitution. And that's making a single check. If he'd been making checks each time he drank this whole time, he'd be extra super dead.

So how potentially lethal should alcohol be? Well, I did some research, and it looks like if you did between ten and fifteen shots of 80-proof vodka over an hour, you'd be at real risk of dying from alcohol poisoning. 80-proof vodka contains 40% alcohol by volume, and a shot is 1.5 floz for the purposes of this information. So let's not modify size at all, which makes each shot a size 3 portion. Let's go with 10 shots, and our objective is to kill a 1st-level human commoner with average scores (11 Constitution and Dexterity, 10 Wisdom). First, let's find our specimen's tolerance.

((0+0+0+0+0)+(3*11))*2 = (0+33)*2 = 33*2 = 66

Generally speaking, it takes about 3 shots of vodka to start feeling anything, so let's start with a test number of strength 20, or half alcohol by volume. Each shot, then, has a potency of 60. The commoner feels nothing after the first shot, but after the second, needs to make a DC 54 Fortitude save. Assuming a result of 11 on the die, he fails the save by 43, and so takes 4 Dexterity damage and 4 Wisdom damage. Hmm...that's still too high. Alright, let's halve effective size. So we now have size 1.5 units of strength 20 alcohol, for 30 potency each. After the first shot, he feels nothing. After the second, he feels nothing. After the third, he needs to make a DC 24 Fortitude save, with a result of 11, failing by 13. He takes 2 Dexterity and 1 Wisdom damage. He is now drunk. On the fourth shot, he needs to make a DC 54 Fortitude save, failing by 43, and takes 4 damage to Dexterity and 5 to Wisdom. On the fifth shot, he needs to make a DC 84 Fortitude save, failing it by 73. He only has 4 more Dexterity and 3 more Wisdom, so he takes 7 points of damage, and the remaining 8 damage goes to Constitution. On the sixth shot, he dies outright. A bit early.

I think the problem might be how quickly the saves compound. Having the DC be whatever you've exceeded your tolerance by is pretty rough. So let's return size to normal but make the save DC 10% (rounded down) what you exceeded by. So the potency of one shot is 60 again. First shot, feels nothing. Second shot, exceeded by 54, so DC is 5, which he easily makes. He's now buzzed. Third shot, exceeded by 114, so DC is 11, which he barely makes. Fourth shot, exceeded by 174, so DC is 17, which he fails by 6, taking 1 Dexterity damage and 1 Wisdom damage. He's no drunk. Fifth shot, exceeded by 234, so DC is 23, which he fails by 12. He takes 2 more Dexterity damage (total 3) and 1 more Wisdom damage (total 2). Sixth shot, exceeded by 294, so DC is 29, which he fails by 18. He takes 2 more Dexterity damage (total 5) and 2 more Wisdom damage (total 4). Seventh shot, exceeded by 354, so DC is 35, which he fails by 24, so he takes 3 more Dexterity damage (total 8) and 2 more Wisdom damage (total 6). Eighth shot, exceeded by 414, so DC is 41, which he fails by 30. He takes 2 Dexterity damage (total 10), 3 Wisdom damage (total 9), and 1 Constitution damage. Ninth shot, exceeded by 474, so DC is 47, which he fails by 36, so he takes 8 Constitution damage (total 9). Tenth shot kills him.

That seems to be an ideal situation. So let's apply the strength system (half ABV) to other drinks. Assuming our strongest elven wine is, in fact, brandy, a type of distilled wine, it has a strength of 30, and it's poured into our size 28 glass. Assuming he drinks it in one go, it has a potency of 840, which will still kill him. Of course, brandy isn't served like that, it's generally served in a snifter, a glass that can hold between 6 and 8 floz, but you aren't supposed to pour more than maybe 3 floz into one. So, assuming we're dealing with a size 6 unit of strength 30 brandy, we have an actual potency of 180, which should be just enough to get our elf friend buzzed.

Alright, so now, to apply this to the mystery beverage Goldoth drank. First, we know that it was served as a pint (16 floz). In fact, this is a dwarven establishment, so let's have it served in a stein (20 floz), instead. So that's a size 40 unit of alcohol. I can say without a doubt that this wouldn't be a hard spirit, if for no other reason than because 20 floz of a hard spirit should cost tens of gold, and no dwarf worth his stuff would offer it near a fifth of liquor for a silver and four copper. At the same time, it probably isn't beer either, though. It's some kind of awful orcish swill. Enter grog. Grog was a popular maritime beverage, being one part rum and four parts water. Rum has an alcohol content ranging from 40% to 80%, but assuming this isn't made with top dollar stuff, let's call it 60%. That gives the grog an alcohol content of 12%, which is about as strong as beer generally gets (for comparison, Arrogant Brewing Double Bastard Ale has an ABV of 11%, so named because that's about double what you'll find in a standard IPA). That gives us a strength of 6, for a total potency of 240. Earlier, I calculated Goldoth's tolerance as 124, so that means he exceeded his tolerance by 116, and must make a DC 11 Fortitude save to avoid potential DEX/WIS damage.

roll + ability + base + trait
Fortitude: 1d20 + 4 + 2 + 1 ⇒ (20) + 4 + 2 + 1 = 27

So Goldoth is buzzed, but not drunk. He is currently at -116 tolerance.

Goldoth places the remaining two coins he has on the counter, then waves at the bartender and points at his now empty mug, smiling. Assuming the bartender obliges, Goldoth happily drains another mug of the wicked brew, his face again contorting at what is probably the most foul tasting liquid served at this particular establishment, but cracking into a wide smile once the initial reaction is past.

GM Only:
So, let's see how Goldoth handles a second bout. He is now exceeding his tolerance by 356, so he must make a DC 35 Fortitude save to avoid any repercussions.

roll + ability + base + trait
Fortitude: 1d20 + 4 + 2 + 1 ⇒ (20) + 4 + 2 + 1 = 27

Wow. Wish I could roll like this when it actually matters... Well, he fails the save, but only by 8, so he takes 1 Dexterity and 1 Wisdom damage. He is now at -356 tolerance.

He can probably do two more without being at risk of dying, but I imagine the bartender would probably cut him off at this point. For your reference, Goldoth's just done the equivalent of 10 bottles of Guinness Draught in the space of a ten minutes.

The ability damage isn't to Constitution, so it will all wear off in 8 hours (assuming he stops drinking now), after which Goldoth will take a -2 penalty on skill checks and Will saves for 8 hours.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

GM Only:
Rolling to see if Goldoth notices the bartender's animosity. :D
roll + ability + trait
Sense Motive: 1d20 - 3 - 2 ⇒ (2) - 3 - 2 = -3
Hehe, nope!

Goldoth claps his hands as the beverage is presented. He drains the mug of its contents in three long gulps. His face screws up at the strange mix of bitterness, sourness, and burn, but he seems to enjoy it for some reason. He digs around in the leather pouch about his neck again, this time producing one silver and one copper. He sets them on the table, looking at them intently, before looking up at Alitas and holding up three fingers on his hand, a pout reaching his face.

GM Only:
Mostly just having fun. I'm using an old homebrew variant system to help roleplay how drunk Goldoth potentially gets. I figure whatever's he's given me probably isn't too potent, because that'd be pretty 'spensive, so let's call it right in the middle, strength 32.

Max tolerance is ((4+0+1+3+0)+(3*18))*2 = (8+54)*2 = 124. Potency is 64. Thus, Goldoth has 60 tolerance remaining, before he needs to start making Fortitude saves.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Goldoth approaches the bar, moving to take a seat on one of the bar stools. As he eases his weight onto the stool, it gives a loud creak in protest. Rising to his feet once more, Goldoth shrugs the backpack strap off his right shoulder and then throws his left shoulder forward, bringing the bulking mess around his left side, down off his left arm and into his waiting grasp. Carefully setting the load down next to the stool, Goldoth again takes a seat, this time with greater success.

Smiling, he gives a wave to the bartender, then, once he's gotten the dwarf's attention, brings his right hand up to his face, clenched as though it were holding a mug, and tilts his head back just a bit, as thought drinking from the imaginary mug. His face lights up momentarily, and he roots around in the small leather pouch hanging about his neck, before producing a silver piece and three copper pieces. Setting the coins on the bar, he turns and looks to Alitas for approval.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Goldoth follows behind Alitas, nearly bumping into him as he pauses in front of the tavern. He takes a moment to brush the dust of travel from his armor, but can't really get at most of it, given the scales. He doesn't seem to mind, hopping about on one foot despite the ridiculous pack on his back as he removes one metal boot, revealing a footwrap stained brown from sweat and dust, and shakes a rather large rock out of it. He can't get the boot back on, however, and winds up falling back into a sitting position to get enough leverage to force the boot back into place. Shifting forward to get under his center of gravity, he then stands. Looking about, he realizes that Alitas has already entered the tavern, and follows in after him.


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Goldoth looks down at his feet, clearly pouting. Then he brightens up, seeming to have an idea. He approaches Tindertwig, and then reaches down with both arms to pick him up.

Grapple: 1d20 + 7 ⇒ (11) + 7 = 18
You can make an AoO if you'd like, but I believe this beats your CMD even if you struggle.

Gingerly lifting the goblin so as not to displace the toad, Goldoth raises Tindertwig up and sets him atop his head, keeping a sturdy grip to prevent the goblin or his toad companion from falling from his new perch. Goldoth slowly turns in place to face Alitas and smiles, once more seeking approval.

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