Male Half-Orc Bloodrager (inactive)
@ Ben: Got all that! Thanks for the GM-ing and everything. It's been one of the more interesting challenges for Gruugdúrz! And there was much rejoicing (yaaaaay!) Seriously, though, this bumps Gruugdúrz up to level 6.
Thanks again for stepping in and putting in all the time and effort for us to play this one through!
Male Half-Orc Bloodrager (inactive)
Sickly wrote:
You're right! It was way too hard to look that up before my morning caffeine belt. :o(or something along those lines).
Male Half-Orc Bloodrager (inactive)
terraleon (in Gameplay forum) wrote: You have successfully completed Port Godless, thank you for allowing me to pick it up from the other GM and shepherd you to the end. I had a delightful time. If you enjoyed it, please leave a review on the product page here. At this point, I just need to know everyone's factions, and then I need to see about signing chronicles to post for you to pull down. If you've got questions about any part of the adventure, we can carry on in the discussion thread. :) Woo-Hoo! We done it! Despite starting a fightMind you, fighting is what Gruugdúrz is all about. As for other stuff about Gruugdúrz:
Day job roll (just in case):
-------------------- @ terraleon:
Male Half-Orc Bloodrager (inactive)
Round 48-ish
He takes hold of his heavy flail.
He then swings Brulkax as hard as he can at the lock in the door, trying to break it open.
Male Half-Orc Bloodrager (inactive)
Round 45-ish
He then asks the guard, in a much less threatening tone:
⋮ Gruugdúrz will also flip through the journal he grabbed upstairs to see
"Anyone else want to see if there are any useful nuggets of information in this journal?"
Male Half-Orc Bloodrager (inactive)
Round ¿42?
Then he whispers to the others with a knowing wink: "There, you see? Good manners will get you everywhere!" Just before going down, he also grabs the guard's ledger as an afterthought.
Male Half-Orc Bloodrager (inactive)
Right; in that case: Round ¿40?
perception: 1d20 + 9 ⇒ (7) + 9 = 16 @ terraleon: same thing as my last post
Male Half-Orc Bloodrager (inactive)
Round ¿40?
perception: 1d20 + 9 ⇒ (11) + 9 = 20 @ terraleon:
Male Half-Orc Bloodrager (inactive)
"What's that racket?" Gruugdúrz wonders aloud from inside the house. @ terraleon:
Male Half-Orc Bloodrager (inactive)
"Hmm. I feel much better now," Gruugdúrz says to nobody in particular.
"Yes, please show us how to get downstairs,"
"With any luck, we can liberate all your gear as well."
Male Half-Orc Bloodrager (inactive)
Wound myself? No way!
Might have had something to do with me trying to kill them or something. Some people, eh? But anyway... The main reason I gave you the wand is because I don't have UMD as a skill,
Male Half-Orc Bloodrager (inactive)
Gruugdúrz approaches the lone prisoner talking to Sickly about Riftwardens. "We're here to rescue the captured Riftwardens."
diplomacy: 1d20 + 2 ⇒ (2) + 2 = 4
Male Half-Orc Bloodrager (inactive)
Miyako_Okori wrote: Skipping a bit … Meaning I'll have spent just 10 charges thus far. Thanks, Miyako. I'll update my HL record of that.That will leave 40 charges in that wand. Gruugdúrz will want the wand back later. But you can hang on to it until we're done here.
Male Half-Orc Bloodrager (inactive)
terraleon wrote: Well, you weren't supposed to engage the guards. (etc, etc) … They started it! A shameless purile fib that wouldn't fool anyone for an instant. :o Well, okay, Gruugdúrz started it, actually.
Male Half-Orc Bloodrager (inactive)
Gruugdúrz gets up gingerly, felling like a trampled rag doll.
"Shut it, you lot!"
"We've had a hard time of it, so I'm not my usual cheery self!"
Male Half-Orc Bloodrager (inactive)
Gruugdúrz, reluctant to move for the moment, says to Miyako:
"Of course, a key would be a lot easier."
@ terraleon: After all that (by round 29), what HP do you have me at? I think (if my maths are right) I should be at 13/44, after using my last potion of Infernal Healing, before any other healing and still fatigued for two more minutes after that.
Male Half-Orc Bloodrager (inactive)
@ terraleon:
This is a bit of rubber-time stuff, so I hope I got it right:
• Gruugdúrz will wait until his HP is 11/54, then end his bloodrage • Which will leave him at 1/44 HP, with 2 rounds of rage left • Putting him at 3/44 HP, and fatigued for 30 rounds (3 minutes) • He will then pour one of his two potions of Infernal Healing into Saarai • And then he'll down his last potion of Infernal Healing • So, one minute later he should be up to a hale and hearty 13/44 HP :o • He still fatigued for another 2 minutes after that • I've changed my status line to reflect that • Let me know if I need to correct anything there Once he's out of the pit, Gruugdúrz goes to Saarai and pours some horrid tasting stuff down her throat (a potion of Infernal Healing).
orcish:
"Cheers!" He then gathers together his weapons he dropped in the fight, and scarfs down his last potion of Infernal Healing.
orcish:
"Disgusting medicine, this" He then ends his rage and staggers to Miyako, pulling out a wand from his gear:
@ Miyako; it's a wand of CLW with 50 charges. Go wild! :o Then, to nobody in particular, he says:
He unceremoniously sits down against the nearest vacant stretch of wall to catch is breath.
Male Half-Orc Bloodrager (inactive)
Round 13
climb (accelerrated), dc20: 1d20 + 14 - 5 ⇒ (18) + 14 - 5 = 27
@ terraleon:
Male Half-Orc Bloodrager (inactive)
Round 12
Male Half-Orc Bloodrager (inactive)
Round 10
… but in his sorry state, his shot missed and hits the ceiling. "SHIT! I spent good money on that bullet!" Infernal Healing, no change of course, round 3/10, +1 HP
Male Half-Orc Bloodrager (inactive)
The only option I have from where I am is try shooting at the Xill with a bow or a sling.
I have +14 climb skill (ring of climbing, etc).
Male Half-Orc Bloodrager (inactive)
@ terraleon: I will revise my action. Thanks for that. Round 9
I'm assuming I do NOT get a flanking bonus because Sidney's Eagle is kind of preoccupied with the Xill. Infernal Healing, no change of course, round 2/10, +1 HP
Male Half-Orc Bloodrager (inactive)
Round 9
Infernal Healing, round 2/10, +1 HP @ terraleon:
Male Half-Orc Bloodrager (inactive)
Round 8
Infernal Healing, round 1/10, +1 HP
About Water SpoutWater Spout
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A monk also deals more damage with his unarmed strikes than a normal person would, as shown above on Table: Monk. The unarmed damage values listed on Table: Monk is for Medium monks. A Small monk deals less damage than the amount given there with his unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage. Flurry of Maneuvers: At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry. Elemental Fist (Su): Benefit: When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an Elemental Fist attack once per day for every four levels you have attained (see Special), and no more than once per round. Special: A monk of the four winds receives Elemental Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an Elemental Fist attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk. Improved Trip Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you. Weapon Finesse Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Agile Maneuvers: Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus.
Type: Undines are outsiders with the native subtype. Size: Undines are Medium creatures and thus receive no bonuses or penalties due to their size. Base Speed: Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill. Languages: Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran. See the Linguistics skill page for more information about these languages. Energy Resistance: Undines have cold resistance 5. Spell-Like Ability (Sp): Undines can use hydraulic push 1/day (caster level equals the undine's level). Hydrated Vitality: An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity.
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