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Grunjar's page
835 posts. Organized Play character for kaervek78.
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#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
GM Mike...R wrote: @Grunjar - It looks like I've not got your details in the RPG Chronicles sign up (link here), could you add them and once I have everyone's details in there I can generate the chronicle sheets and get the game reported. Sorry, looks like I never filled it out. I entered the details now (including the PP I spent in this scenario). However, I left the starting gold and starting PP empty as I have to calculate and check it again, but I won't have time until Sunday to do so. Anyway, you can go ahead and generate the chronicles.
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Aoi Rosenthal wrote: Big thank you to GM Mike (and Phill) for running! Good job everyone, we made it! I second that!
Day Job Roll: Profession: Scribe, MW tool: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32
Boon: 1d20 ⇒ 4 Nope.
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
"Darn, that was close..."
@GM: Jilla used an Alchemist's bomb, and that doesn't deal damage later, unfortunately.
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
choosing +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves
current AC: 27 T 13 FF 25
current saves: F +12, R +8, W +18
"Ha!"
Seeing he provides no tactical advantage for Tippa, Grunar 5-foot-steps towards the ogre mage, draws an Alchemist's Fire from his Handy Haversack and throws it at the flying foe. (the ranged attack provokes an AoO)
"How do you like that?!"
ranged touch, BoF, Good Hope, IC, 6th range increment: 1d20 + 6 + 2 + 2 + 2 - 10 ⇒ (9) + 6 + 2 + 2 + 2 - 10 = 11 The ogre mage is still blind, right?
fire damage, Good Hope, IC: 1d6 + 2 + 2 ⇒ (4) + 2 + 2 = 8
The Alchemist's Fire burns the next round, too - but does it do 1d6 or 1d6+2+2 damage?
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
choosing +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves
current AC: 27 T 13 FF 25
current saves: F +12, R +8, W +18
Grunar hustles around the earth elemental to provide flanking for Tippa. (provokes an AoO)
He then attempts to cast a spell on the Ogre Mage. (also provokes an AoO - I just hope that the earth elemental doesn't have combat reflexes)
"Let's see how you like this...".
damage to evil outsiders: 8d6 ⇒ (3, 6, 5, 5, 5, 1, 5, 5) = 35 and blinded for 1 round
Holy Smite: Will DC22 for half damage and negate the blinded condition, good creatures are unaffected (Link)

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Thanks for botting! I would have done the same - channel is more effective for quick mass healing. It was my last channel for today, though. In addition, I'd like Grunjar to use his Miracle Worker faction reward (1/adventure) on himself (swift action):
lay on hands: 3d6 ⇒ (6, 1, 4) = 11
Also: New combat only 1 round later means that Blessing of Fervor is still in effect on every ally for (at least) 5 more rounds.
Blessing of Fervor wrote: With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
* Increase its speed by 30 feet.
* Stand up as a swift action without provoking an attack of opportunity.
* Take one extra attack as part of a full attack action, using its highest base attack bonus.
* Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
* Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.
Reflex, BoF: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13 (+2 vs spells/SLAs/poison) :-/
Good Fortune reroll:
Reflex, BoF: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17 (+2 vs spells/SLAs/poison) :-D
Grunjar is back at full hp.
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Tippa wrote: I would say foot soldiers and map 9. I like open area. Me, too.

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
New combat, round 1:
Recover 1x Bit of Luck and the spells Blessing of Fervor, Holy Smite
Grunjar positions himself and waits for Xasay to summon again. Right after the creature(s) arrive(s) - but before they are about to act - the cleric casts Blessing of Fervor on every ally.
Blessing of Fervor wrote: With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
* Increase its speed by 30 feet.
* Stand up as a swift action without provoking an attack of opportunity.
* Take one extra attack as part of a full attack action, using its highest base attack bonus.
* Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
* Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.
(but you have a +2 bonus instead of +1 on AR and reflex saves, or you can use the metamagicked spellcasting or stand up as a swift action without provoking an attack of opportunity)
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Between combats:
Recover 1x Bit of Luck and the spells Blessing of Fervor, Holy Smite
Grunjar asks for Tippa's blessing, casts guidance on himself and tries to decipher a piece of the puzzle.
Perception, guidance, blessing: 1d20 + 18 + 1 + 2 ⇒ (14) + 18 + 1 + 2 = 35
Afterwards, he casts guidance on Tippa.
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
@GM: Does the bone cage stay after the bone golem died? If no, Grunjar would use his domain ability to escape as posted, with a small change - he would try to provide Tippa with a possibility to set up flanking of the graven guardian. If yes, Grunjar has no need to teleport, he can simply move to that square. Regardless, he still has a standard action left, so:
Grunjar swings his shiny new magical warhammer at the last standing foe...
+1 Warhammer: 1d20 + 8 ⇒ (19) + 8 = 27 :-D
Magical Bludgeoning: 1d8 + 2 ⇒ (1) + 2 = 3 :-(

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Grunjar tries to stay calm and teleport out, right to the other side of the golem to provide flanking. (by using a domain ability, move action)
Dimensional Hop (Sp) wrote: At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought. When grappled a concentration check is needed (DC 10 + grappler's CMB + spell level) to cast a spell or use a SLA. The spell level for this SLA is 4, so the DC is 14 + grappler's CMB.
Concentration: 1d20 + 16 ⇒ (13) + 16 = 29
If this works, he still had a standard action left.
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Safe travels, GM Mike...R!
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Grunjar follows the warpriest and again uses his domain ability bit of luck on her.
"Looks good, Tippsa, you're doing great! Here, have some more of Desna's luck!"
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Thanks for botting, GM.
Grunjar moves next to Tippa, drawing his magic warhammer, and uses his domain ability bit of luck on her.
"You are our best shot to destroy those things. Here, have some of Desna's luck!"
Bit of luck: For 1 round the target rolls every d20 twice and takes the better result.
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Spellcraft: 1d20 + 5 ⇒ (16) + 5 = 21
"Careful, the smaller one just cast haste on itself..."
Edit: Forgot to roll to identify:
Knowledge: Arcana t: 1d20 + 4 ⇒ (3) + 4 = 7
"... whatever those things are..."
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Well, guidance doesn't stack with inspire competence, but Grunjar can provide a bit of luck for the person rolling the main checks. Please roll your 3 checks again, Aoi!
Grunjar provides Aoi with a bit of luck each time.
Bit of Luck: For 1 round roll each D20 twice and take the better result.
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Darn min./lvl duration spells! No more fly for Grunjar...
reflex save, guidance: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
Grunjar gives out divine guidance to anyone who wants it. After everyone got through the hole he follows.
I hope that's good enough.
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
"Again?" Grunjar turns towards the crypt thing, raises his warhammer again and with a flying charge he brings it down on the undead.
+1 Warhammer, haste, charge: 1d20 + 8 + 1 + 2 ⇒ (10) + 8 + 1 + 2 = 21
Magic Bludgeoning: 1d8 + 2 ⇒ (1) + 2 = 3
current AC: 26 T 12 FF 25 (with haste)
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Spellcraft: 1d20 + 5 ⇒ (6) + 5 = 11
"Huh?" Grunjar turns around, looking for the crypt thing. After he he spots it, he flies down to flank with Aoi.
fly speed in heavy armor is 40 ft + 30 ft from haste = 70 ft
12 squares (60 ft) + 10 ft for descending 20 ft at double speed = 70 ft
===> only one move action needed
Will save, IC: 1d20 + 16 + 2 ⇒ (13) + 16 + 2 = 31
He then swings his shiny new magic warhammer.
+1 Warhammer, IC: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
(another +2 for flank if Aoi is threatening the square of the crypt thing
Magic Bludgeoning, IC: 1d8 + 2 + 2 ⇒ (5) + 2 + 2 = 9
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
GM Mike...R wrote: As Grunjar has haste cast on him he has the option to move closer to the crypt thing if he wants to. Thanks, I forgot Grunjar has haste. I'll adjust the double move - see map:
Grunjar flies towards the crypt thing, but a bit higher (ascend by 15ft to 20ft above ground).
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Nice rolls, Tippa! :-D
Grunjar flies towards the crypt thing, but a bit higher (ascend by 5ft to 10ft above ground). double move
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
composing my post, will be done in a few minutes
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Well... at least the THP should help a little...
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Grunjar flies down next to Tippa and draws his magical warhammer, hovering 5 feet above the ground.
He then casts aid on the Warpriest.
Temporary Hitpoints: 1d8 + 8 ⇒ (3) + 8 = 11
Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).
This morale bonus should stack with the luck bonus from divine favor and the competence bonus to attack rolls from Inspire Courage.
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Grunjar casts fly on himself.
I'm so glad that I didn't use that spell in the last combat.
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Knowledge: Religion t: 1d20 + 11 ⇒ (18) + 11 = 29 :-D That should do it, hopefully.
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
"Darn undead!"
Spellcraft: 1d20 + 5 ⇒ (18) + 5 = 23 (spell of the bone priest)
Hold person? I think I should shut down their spellcasting...
BoF: Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
(Extend Spell)
Grunjar casts Silence, centered right over one corner of the altar. (see map, lasts 16 rounds, points in space do not get a save)
"I have silenced them all!"
None of the undead should be able to hear this sentence.
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Aoi Rosenthal wrote: Mind-affecting spell on Undead...? Oh my... *facepalm* I was so excited that I could use a short distance spell with the enlarged option from BoF that I completely forgot about the undead traits.
It fits Grunjar's bad knowledge (religion) rolls, though, so I'll keep his actions for that round.
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Spellcraft: 1d20 + 5 ⇒ (5) + 5 = 10 (spell of the bone priest)
BoF: Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
(Enlarge Spell)
Grunjar moves up a bit and casts murderous command on the nearer priest. yellow, Will DC 19 negates
"Go and kill your ally."
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
If we don't spend any money on Jilla then either Tippa or Shasta can have a +4 enchantment as it costs only 7,000 GP more than +3.
@GM: Grunjar got planetary adaptation.

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Aoi's analysis sounds good to me - thanks for doing all that work! :-D
A magic weapon for Grunjar is not a necessity, but if there is money left, why not. ;-) You're right, he is mainly a caster but will also walk into melee, mostly to provide flanking and give his bit of luck to melee types with many attacks and/or high crit chances (archers like it as well).
One thing regarding the +2 mithral agile breastplate for Shasta:
Quote: Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he is not proficient takes the armor’s (and/or shield’s) armor check penalty on attack rolls as well as on all Dexterity- and Strength-based ability and skill checks. The penalty for nonproficiency with armor stacks with the penalty for shields. (Source) If I am not mistaken this means Shasta has still a -1 ACP penalty (except for Climb checks and Acrobatics checks to jump) as she doesn't have the Armor Expert trait.
If we want to avoid that, Shasta could get a +3 buckler for 9155gp instead of her +1 buckler. This nets her +2 AC without the -1 penalty to AR and skills.
For Jilla (who doesn't wear armor) maybe a magic weapon with a bigger damage die would be good?
From the monk weapon group (so she can use flurry of blows):
- Sansetsukon 1d8 (small), critical: 19-20/x2, 2308gp (+1) or 8308gp (+2)
- Seven-branched sword 1d8 (small), critical: x3, 2350gp (+1) or 8350gp (+2)
Sourcebook for both weapons: Ultimate Equipment or Ultimate Combat
Calculation:
GP 19,500 +3 Mithral Full Plate (+5 AC for Tippa)
GP 9,155 +3 buckler (+2 AC for Shasta)
GP 8,350 +2 Seven-branched sword (better magic weapon for Jilla)
GP 2,308 +1 warhammer (magic weapon for Grunjar)
---------------------------------------
GP 39,313 Total

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#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Aid Knowledge: Nature t: 1d20 + 1 ⇒ (15) + 1 = 16
Knowledge: Religion t: 1d20 + 11 ⇒ (1) + 11 = 12 mass of earth, bones and rotting flesh
Knowledge: Religion t: 1d20 + 11 ⇒ (1) + 11 = 12 skeleton in robes
Knowledge: Religion t: 1d20 + 11 ⇒ (18) + 11 = 29 third creature (if applicable)
Two nat. ones in a row? Really, dicebot? :-/
Right before Jilla starts to move away from the group, Grunjar draws his magical(?) warhammer and then casts Blessing of Fervor on everyone in the party.
@Jilla: You can increase your movement speed and double move a greater distance.
Blessing of Fervor wrote: With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).
* Increase its speed by 30 feet.
* Stand up as a swift action without provoking an attack of opportunity.
* Take one extra attack as part of a full attack action, using its highest base attack bonus.
* Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
* Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.
(but if both are active you have a +2 bonus instead of +1 on AR and reflex saves, or you can use the metamagicked spellcasting or stand up as a swift action without provoking an attack of opportunity)
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
A +2 warhammer (8,008 GP) would be nice.
But if we have too little gold, a +1 warhammer (2,008 GP) would be fine as well.
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
I'm traveling today - will post tomorrow.
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Grunjar could cast Communal Resist Energy again. He also has a Fly spell prepared (domain slot).
Grunjar stows his weapon, draws his healing wand cures his own frostburned wounds.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
I don't think that Hex is necessary anymore - if every attack hit the second drake is also dead (-106 HP).
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Grunar moves closer to the remaining drake and draws his sling. He fires a bullet at the flying menace. move action to move and draw, standard to attack.
Sling, shooting into melee: 1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19
Bludgeoning: 1d4 + 1 ⇒ (3) + 1 = 4
I assume that hits the blinded drake, so: "Bullseye!"
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#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
I'd say let's continue along the story arc on the frozen side of the asteroid.
Tippa wrote: Swfit action Activates scared weapon and... Tippa, I wonder how scared of you your own weapon is that it bursts into flames whenever you want it to. And it says so in your header as well... ;-)

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
When Grunar sees the drake fly away, he utters "Oh no, you won't!". Suddenly, he vanishes and reappears 30 feet north of his original position.
move action to teleport (domain ability Dimensional Hop), 30 ft used
There he immediately casts another spell, this time enjoying the luxury that both drakes are inside the area of effect. "Ha!"
damage: 4d8 ⇒ (7, 1, 1, 5) = 14 and blinded for 1 round
Holy Smite: Will DC22 for half damage and negate the blinded condition, good creatures (e.g. Tippa) are unaffected (Link)
Dimensional Hop (Sp) wrote: At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
===> 80 ft/day
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Yes, finally got a good use for burst of radiance! :-D
I figured that reflex would be the best save to target on a dragon/drake - I'm glad it worked. ^_^
@GM: You might need to bot Shasta today.
How would Blistering Invective affect a blinded (but not deafened) creature? The Intimidate skill says, in order to threaten (demoralize), the target(s) need to clearly hear and see you. However, the spell uses just words/sonic. I guess my question is:
Does magic (specific rule) trump skill (general rule)?
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Grunar casts Burst of Radiance where white is.
Reflex DC20 to be dazzled instead of blinded (Link)
"Take this!"
blinded or dazzled: 1d4 ⇒ 3 rounds
damage: 5d4 ⇒ (3, 2, 4, 2, 1) = 12 only if evil, but is NOT halved by a successful save
He then moves out of the mist.

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
As soon as Grunar hears the howling of predators, he asks everyone to stand close to make it possible for him to cast a cold resistance spell. When Aoi offers him a scroll, the cleric gladly casts Channel the Gift from it first, and then Communal Resist Energy (cold 20) on everyone.
"This should protect you from most cold damage, at least for 10 minu- WHOA!"
Reflex vs. water: 1d20 + 4 ⇒ (16) + 4 = 20
Same as Aoi, Grunjar holds on to the wall to resist the rushing.
only 5 damage and NOT prone
Reflex vs. freezing mist, good hope: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
6 cold damage
@all: Please remember the effect of Xasay's spell good hope!
Good Hope wrote: This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Duration: 1 min./level (Source)
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Well, if it's not too metagame-y, Grunjar would group everyone around him and cast at least one of the spells as soon as the howling starts.
@all: Input on which spellcasting option should be selected is appreciated. (This cleric 8 is my highest level character. I do not have much experience with high level games, but I'm eager to learn.)

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
GM Mike...R wrote: It took the party 6 minutes to get to this location with Shasta's movement buff. Identification of these creatures would require a knowledge (arcana) check. I'm happy for you to move your starting positions around in the cyan rectangle on the map. Also if there were any long term buffs you wanted to put up before leaving the oracle I'm happy for you to have done that as well. The creatures attacked as soon as you spotted them so there would not have been any warning to give you time to put up short lasting spells before the combat, but the howling of predators would have alerted you to the fact that there was danger in the general area. 1) Grunjar needs 15 minutes of praying to fill his spell slots before he can start walking towards the tower.
2) The communal versions of the touch spells resist energy and protection from energy last only 10 minutes/level, so there are 2x80 minutes to divide among us. There are a few ways how we can go about this:
V1: Cast both spells on everyone, 2 people get 20 minutes of one spell and 2 other people get 20 minutes of the other spell.
V2: Cast one spell on 4 people (20 minutes each) and the other spell on the 2 other people (20 minutes for both, the rest gets 10 minutes).
V3: Cast only one spell on everyone and save the other spell for a later encounter.
V4: ...
It also depends when there is a possibility to cast these touch spells. When does the howling (see citation) occur?
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
With the information from the oracle Grunjar decides to commune with his goddess to ask for a few helpful spells.
Filling the two empty spell slots as proposed in discussion: Resist Energy, Communal and Protection from Energy, Communal to be aable to ward everyone against cold damage. I believe that takes 15 minutes.
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
GM Mike...R wrote: Its probably also worth noting that this spirit isn't technically a haunt, it's a spirit whose nature means that things that affect haunts can also have some sort of effect on it. So for example it does not have hit point, which means damaging it is just useful for getting its attention but will not directly resolve the encounter (its the skill checks which will do that). If it's a spirit, Grunjar could try his scroll of calm spirit, right? With the religion result he just got (with guidance it would be 30) he should know if that spirit is a valid target.
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
AoO cold iron Battleaxe, IC, bless: 1d20 + 7 + 2 + 1 ⇒ (5) + 7 + 2 + 1 = 15
Slashing, IC: 1d8 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Grunjar follows and attacks the Veela again. (5-foot-step, full attack)
cold iron Battleaxe, IC, bless: 1d20 + 7 + 2 + 1 ⇒ (9) + 7 + 2 + 1 = 19
Slashing, IC: 1d8 + 1 + 2 ⇒ (3) + 1 + 2 = 6
cold iron Battleaxe, IC, bless: 1d20 + 2 + 2 + 1 ⇒ (15) + 2 + 2 + 1 = 20
Slashing, IC: 1d8 + 1 + 2 ⇒ (7) + 1 + 2 = 10
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
"I'll help you out, Shasta."
Grunjar hustles behind the electrocuted Veela (provokes from cyan, see map) to help with flanking, drawing his cold iron battleaxe while moving. double move
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
Reflex: 1d20 + 4 ⇒ (5) + 4 = 9 (DC 20)
"Ouch! That's c-c-cold..."
Grunjar positions himself so that everyone that was hit by the cold and also the injured Veela will be affected by his channel, but the bad guys are not.
"Десна, ты мне снова нужна!"
A silver flash of light emits from Grunjar's holy symbol, washing over everyone in a radius of 30 feet.
Channel Energy to heal: 4d6 ⇒ (5, 5, 5, 2) = 17
#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
"Aoi, take this, please." Grunjar hands her a wand of infernal healing, then shrugs. "Yes, I know. I know that it's an evil stick. I saw a wand like that used with great effect by other Pathfinders and bought one for myself. Unfortunately, my Lady Luck doesn't approve of me using it. Would you be as kind and use this on any of us that are injured - who do not mind being healed by this? Also, please keep it until we finish this mission."
He then turns to Xasay Xyu.
"A frozen city on the dark side of an errant comet sounds indeed fascinating."
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