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Grodar Half-Blood's page

143 posts. Alias of PorterMacShack.


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Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

"This proves that there's more happening here than accidents. Whoever's doing this can use magic, and wants the people on this boat dead."


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Grapple: 1d20 + 8 ⇒ (16) + 8 = 24


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Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Grodar prepares to grab Gashnakh Martial Flexibility: Improved Grapple and moves to T-32.


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

"Now we know that whoever's doing this can use magic. At least that helps narrow the list down."


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Did Grodar see anyone go near the beast’s cage while he was belowdecks?


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Once the party has a chance to speak alone "Whoever picked the lock must’ve done it in the night. I think we can rule out the rowers, since that’s where it got out."


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

On his turn, Grodar will attack the girallon again.
Power Attack Flurry of Blows: 1d20 + 5 + 4 - 2 + 2 ⇒ (19) + 5 + 4 - 2 + 2 = 28 +2 flanking, +4 vs. prone
Damage: 1d8 + 3 + 4 + 1 ⇒ (5) + 3 + 4 + 1 = 13 Forgot to add in the drumming bonus to damage last round
Power Attack Flurry of Blows: 1d20 + 5 + 4 - 2 + 2 ⇒ (18) + 5 + 4 - 2 + 2 = 27
Damage: 1d8 + 3 + 4 + 1 ⇒ (6) + 3 + 4 + 1 = 14


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Grodar moves to J14 and delivers a punch to the girallon’s stomach.
Power Attack Unarmed Strike: 1d20 + 7 + 4 - 2 ⇒ (12) + 7 + 4 - 2 = 21 +4 from it being prone
Damage: 1d8 + 3 + 4 ⇒ (5) + 3 + 4 = 12


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

GM:
Grodar loads his crossbow and fires at the creature, trying to remember anything he knows about it.
Crossbow: 1d20 + 5 ⇒ (2) + 5 = 7
The only knowledge skills that Grodar is trained in are geography and local. Would either of those work to identify it?


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

H4, and I’ll attack the drake instead of activating Furious Focus. Power Attack Unarmed Strike: 1d20 + 7 - 1 ⇒ (18) + 7 - 1 = 24
Damage: 1d8 + 3 + 2 ⇒ (2) + 3 + 2 = 7


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Grodar will continue moving towards the drake after using a move action to gain the benefits of furious focus for 1 minute. How close can Grodar get? I thought he was able to move last turn, but I wasn’t sure exactly where the difficult terrain started.


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Damage: 1d8 ⇒ 5


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Reflex Save: 1d20 + 6 ⇒ (18) + 6 = 24
Grodar fires his crossbow, then moves towards the drake. I believe he can get to F5.
Crossbow: 1d20 + 5 ⇒ (14) + 5 = 19


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Grodar loads his crossbow, and follows Giles into the cave.


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Grodar moves to a flanking position against the remaining drake and attempts to bring it down.
Unarmed Strike: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Grodar gets as close to the drake attacking Giles as he can I think he can get to two squares east of it using a double move.


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Grodar spends his turn heading for the main deck.


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Perception: 1d20 + 7 ⇒ (2) + 7 = 9


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Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2
DM Rambler wrote:
That druid looks shifty.

Who knows what he’s hiding in that beard…


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

“I guess Slei has a good vantage point from up there to keep an eye out for anybody doing something suspicious.”


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Grodar will spend his turn loading his crossbow, then moving towards the action.


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Grodar is fine with sticking to rowing, but could take lookout. +0 Climb, +3 without armour or shield.


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

CON check: 1d20 + 2 ⇒ (8) + 2 = 10
STR check: 1d20 + 3 ⇒ (9) + 3 = 12


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

“I can help out with the rowing.”


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Fortitude Save: 1d20 + 6 ⇒ (15) + 6 = 21


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Grodar 5-foot steps down to where he can flank with Mannfred and unleashed a brawler’s flurry.
Flurry part 1: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Flurry part 2: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
Damage: 1d8 + 3 ⇒ (2) + 3 = 5


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Grodar will drop his crossbow and charge to O-5.
Unarmed Strike: 1d20 + 7 + 2 + 2 ⇒ (14) + 7 + 2 + 2 = 25 +2 for charge, +2 for flanking with Mannfred
Damage: 1d8 + 3 ⇒ (6) + 3 = 9


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

If the creature is within darkvision range, Grodar will fire his crossbow at it and then move towards it.
Crossbow: 1d20 + 5 ⇒ (9) + 5 = 14
20 or below is a miss: 1d100 ⇒ 50
Damage: 1d8 ⇒ 8


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Will save: 1d20 + 2 ⇒ (18) + 2 = 20


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Grodar loads his crossbow, and before following Mannfred, he calls out to the others, “Get up, I think we’ve got some company!”


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Grodar takes second watch so his dark vision will be more useful.


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Since nobody else is objecting, I am getting the morningstar enchanted. Also, I vote for camping halfway (or whenever it gets dark).


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

I’ll have to double-check how much gold Grodar got, but if nobody else wants an enchantment, Grodar wouldn’t mind taking the morningstar and getting it enchanted.


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Grodar obeys the summons.


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Looks like there were a total of 10 found, since I missed the ones from the massive fight, so we can each take 5.


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

"If we run into more of those shadow rats, I wouldn't mind having se of that alchemist's fire on me." Grodar will take both vials if nobody else wants them, but is happy to share. Same goes for the adamantine bolts.


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

"Doesn't seem like I could use this hammer to its full potential." Grodar gives the hammer to Giles.


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

GM:
By twice-enchanted, I assume you mean +2? Also, for base stats, does it count as a warhammer or something else?


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Unless anyone else wants to, Grodar will remove the armour and take the hammer from the skeleton.


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

"That crystal looks like a map of the Mindspin Mountains. Looks like the groove is an incomplete route through them."


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Grodar tries to think of anything that might be useful to the matters at hand.
Knowledge (dungeoneering): 1d20 + 5 ⇒ (8) + 5 = 13
Knowledge (local): 1d20 + 7 ⇒ (18) + 7 = 25


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Barring objections from the others, Grodar will take one of the alchemist's fires, one of the liquid ices, and the crossbow bolts.


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

"We seem to be in the clear for the moment. Don't suppose you have any means of healing?"


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Grodar attempts to attack the more wounded dire wolf.
Brawler's Flurry pt. 1: 1d20 + 7 - 4 ⇒ (4) + 7 - 4 = 7
Brawler's Flurry pt. 2: 1d20 + 7 - 4 ⇒ (12) + 7 - 4 = 15
Damage if it hits: 1d6 + 3 ⇒ (5) + 3 = 8


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

I guess they can attack me on their turns either way. But I think I'll change it to a brawler's flurry and staying prone.
Brawler's Flurry pt. 2: 1d20 + 8 - 4 ⇒ (3) + 8 - 4 = 7
Damage: 1d6 + 5 ⇒ (5) + 5 = 10


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Grodar gets to his feet and punches the wolf, hoping that the attack of opportunity misses.
Unarmed Strike: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d6 + 5 ⇒ (3) + 5 = 8


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Reflex save: 1d20 + 5 ⇒ (19) + 5 = 24


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Grodar moves to -M-54 and attempts to punch the dire wolf.
Unarmed Strike: 1d20 + 6 ⇒ (4) + 6 = 10


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

Reflex Save: 1d20 + 5 ⇒ (10) + 5 = 15


Male Half-orc Brawler 4 Init +1; Per +7; AC 18, T 12, F 16; HP 30/35; F +6, R +6, W +2

"Which way are they coming from? We should continue through these caves, but if that's where they are, it might complicate things."

Full Name

Gandrik Th-kar

Race

Dwarf

Classes/Levels

Bard/Level 3

Gender

Male

Size

Medium

Age

Young

Special Abilities

None

Alignment

Chaotic good

Languages

Common, Dwarven, Undercommon

Occupation

Songsmith

Strength 16
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 10
Charisma 12

About Gandrik Th-kar

HP:10

AC:12
Touch AC:12
Flat-Footed AC:10
Fort:+1
Reflex:+4
Will:+2
Base Attack Bonus:0
CMB:3
CMD:
Weapon:Dwarven Waraxe
Attack Bonus: 3
Damage: 1d10 +3 or 1d10+4

Skills: 7 a Level
class skills are
Acrobatics (Dex),
Appraise (Int),
1 Bluff (Cha),
Climb (Str),
Craft (Int),
1 Diplomacy (Cha),
1 Disguise (Cha),
Escape Artist (Dex),
Intimidate (Cha),
Knowledge (arcana)
Knowledge (dungeoneering)
Knowledge (engineering)
Knowledge (geography)
Knowledge (history)
Knowledge (local)
Knowledge (nature)
Knowledge (nobility)
Knowledge (planes)
Knowledge (religion)
Linguistics (Int)
1 Perception (Wis),
1 Perform (Cha),
Profession (Wis),
Sense Motive (Wis),
Sleight of Hand (Dex),
Spellcraft (Int),
1 Stealth (Dex),
1 Use Magic Device (Cha).

Feats:
Arcane strike

Spells Per day: 1st

Bardic Knowledge (Ex): A bard adds half his class
level (minimum 1) to all Knowledge skill checks and
may make all Knowledge skill checks untrained.

Bardic Performance: A bard is trained to use the
Perform skill to create magical effects on those aroundhim, including himself if desired. He can use this
ability for a number of rounds per day equal to 4 + his
Charisma modifier. At each level after 1st a bard can
use bardic performance for 2 additional rounds per day.
Each round, the bard can produce any one of the types of
bardic performance that he has mastered, as indicated by
his level.
Starting a bardic performance is a standard action,
but it can be maintained each round as a free action.
Changing a bardic performance from one effect
to another requires the bard to stop the previous
performance and start a new one as a standard action.
A bardic performance cannot be disrupted, but it ends
immediately if the bard is killed, paralyzed, stunned,
knocked unconscious, or otherwise prevented from
taking a free action to maintain it each round. A bard
cannot have more than one bardic performance in effect
at one time.At 7th level, a bard can start a bardic performance as a
move action instead of a standard action. At 13th level, a
bard can start a bardic performance as a swift action.
Each bardic performance has audible components,
visual components, or both.
If a bardic performance has audible components, the
targets must be able to hear the bard for the performance
to have any effect, and such performances are language
dependent. A deaf bard has a 20% chance to fail when
attempting to use a bardic performance with an audible
component. If he fails this check, the attempt still counts
against his daily limit. Deaf creatures are immune to
bardic performances with audible components.
If a bardic performance has a visual component,
the targets must have line of sight to the bard for the
performance to have any effect. A blind bard has a 50%
chance to fail when attempting to use a bardic performance
with a visual component. If he fails this check, the attempt
still counts against his daily limit. Blind creatures are
immune to bardic performances with visual components.

Countersong (Su): At 1st level, a bard learns to counter
magic effects that depend on sound (but not spells that
have verbal components). Each round of the countersong
he makes a Perform (keyboard, percussion, wind, string,
or sing) skill check. Any creature within 30 feet of the bard
(including the bard himself ) that is affected by a sonic or
language-dependent magical attack may use the bard’s
Perform check result in place of its saving throw if, after
the saving throw is rolled, the Perform check result proves
to be higher. If a creature within range of the countersong
is already under the effect of a noninstantaneous sonic
or language-dependent magical attack, it gains another
saving throw against the effect each round it hears the
countersong, but it must use the bard’s Perform skill
check result for the save. Countersong does not work
on effects that don’t allow saves. Countersong relies on
audible components.

Distraction (Su): At 1st level, a bard can use his performance
to counter magic effects that depend on sight. Each round
of the distraction, he makes a Perform (act, comedy, dance,
or oratory) skill check. Any creature within 30 feet of the
bard (including the bard himself ) that is affected by an
illusion (pattern) or illusion (figment) magical attack may
use the bard’s Perform check result in place of its saving
throw if, after the saving throw is rolled, the Perform
skill check proves to be higher. If a creature within
range of the distraction is already under the effect of a
noninstantaneous illusion (pattern) or illusion (figment)
magical attack, it gains another saving throw against the
effect each round it sees the distraction, but it must use thebard’s Perform skill check result for the save. Distraction
does not work on effects that don’t allow saves. Distraction
relies on visual components.

Fascinate (Su): At 1st level, a bard can use his performance
to cause one or more creatures to become fascinated with
him. Each creature to be fascinated must be within 90
feet, able to see and hear the bard, and capable of paying
attention to him. The bard must also be able to see the
creatures affected. The distraction of a nearby combat
or other dangers prevents this ability from working. For
every three levels the bard has attained beyond 1st, he can
target one additional creature with this ability.
Each creature within range receives a Will save (DC 10
+ 1/2 the bard’s level + the bard’s Cha modifier) to negate
the effect. If a creature’s saving throw succeeds, the bard
cannot attempt to fascinate that creature again for 24
hours. If its saving throw fails, the creature sits quietly
and observes the performance for as long as the bard
continues to maintain it. While fascinated, a target takes
a –4 penalty on all skill checks made as reactions, such
as Perception checks. Any potential threat to the target
allows the target to make a new saving throw against the
effect. Any obvious threat, such as someone drawing a
weapon, casting a spell, or aiming a weapon at the target,
automatically breaks the effect.
Fascinate is an enchantment (compulsion), mindaffecting
ability. Fascinate relies on audible and visual
components in order to function.

Inspire Courage (Su): A 1st-level bard can use his
performance to inspire courage in his allies (including
himself ), bolstering them against fear and improving
their combat abilities. To be affected, an ally must be
able to perceive the bard’s performance. An affected ally
receives a +1 morale bonus on saving throws against charm
and fear effects and a +1 competence bonus on attack and
weapon damage rolls. At 5th level, and every six bard levels
thereafter, this bonus increases by +1, to a maximum of +4
at 17th level. Inspire courage is a mind-affecting ability.
Inspire courage can use audible or visual components. The
bard must choose which component to use when starting
his performance.

Inspire Competence (Su): A bard of 3rd level or higher
can use his performance to help an ally succeed at a task.
That ally must be within 30 feet and be able to hear the
bard. The ally gets a +2 competence bonus on skill checks
with a particular skill as long as she continues to hear
the bard’s performance. This bonus increases by +1 for
every four levels the bard has attained beyond 3rd (+3 at
7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of
this ability are infeasible, such as Stealth, and may be
disallowed at the GM’s discretion. A bard can’t inspire
competence in himself. Inspire competence relies on
audible components.

0 Level Spells Known:
Resistance: Subject gains +1 on saving throws.
Flare: Dazzles one creature (–1 on attack rolls).
Read Magic: Read scrolls and spellbooks.
Detect Magic

1st level Spells
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Chord of Shards

School evocation; Level bard 1

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range 15 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex negates; Spell resistance no

DESCRIPTION
During your bardic performance, you can strike a chord whose notes transform into a shower of razor sharp, crystalline shards. The shards deal 2d6 points of piercing damage to all creatures caught in the area of effect.

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor
or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price
of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and
goblinoid subtypes due to special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and
spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a
bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual
stonework, such as traps and hidden doors located in stone walls or floors. They receive a
check to notice such features whenever they pass within 10 feet of them, whether or not they are
actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat
any weapon with the word “dwarven” in its name as a martial weapon.