Dragonslayer Dwarf

Grymwold the Shieldstorm's page

181 posts. Alias of WabbitHuntr.


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HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Looks like we have to find a way to defeat the entire Legion or at least hit them so hard they want to leave us alone....That's a tall order for our small group he says glumly


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Grym suddenly recalls the group picking up some ALchemist's Fire

How about using some Alchemist Fire on the nest? Lizzie might have the best chance of sneaking within throwing range. Whatdya think Lass?


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

@GM A truly wonderful epilogue! Thanks again for taking the time to see this to the end.

@Laree An, Anethra and Viridel....It's been great playing with you and I hope to play with you again in the future hopefully with our current cast of characters but new ones would be fine as well. Fingers crossed!


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HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Thanks for playing everyone! Especially @GM Neirikr for sticking with this despite life's complications.

It's so rare to get to play higher-level characters. It's so common to grind for a long time through the less interesting lower levels only to have the campaign die-off before things reach the more interesting (for me at least) mid to upper levels. It has been a treat to play at these levels and made even more so by the excellent characters you all brought to the table.

Selfishly I'd love to continue on with this group. Surely some other part of the world needs saving?!


1 person marked this as a favorite.
HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

In Dwarven:
Bah...Being a Prince or a Thane would keep me too busy for devil-slaying. Can't have that. Besides you need someone to keep the devils offa ya so you can waggle your fingers.

And then he turns to Toff "Ye owe me the Hammer as promised" which was the whole reason he got wrangled into this mess


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Given his particular distaste for Arcane casters, Grymm is quite ready for Toff to try escaping via magic rather than face the consequences of his actions

As soon as Grym hears the hint of an arcane syllable pass through Toff's lips he smacks a beefy hand over the Mage's mouth No No NO! We're having a conversation here. Not polite to disappear while others are talking. Agreed?

Grym keeps an iron grip on the Mage's mouth waiting for him to nod yes. Absolutely expecting outrage and willing to withstand this test of wills with the patience and discipline instilled in him through long years of life and faith.

Grym has options here as to how he disrupts the Teleport with Spellbreaker/Disruptive. He can flex into Greater Grapple, or do a Brawler Knockout dc18 fort, just smash the guy with his shield etc. But for narrative purposes, I like the least violent route of clamping his hand over Toff's mouth to disrupt the spell


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Grym stands ready but unsure of who is truly at fault or innocent in this debacle. He is sure that he does not like either Toff, highly unlikely to be innocent or Vost who specializes in conjuration aka consorting with devils/demons.

But he waits with Torag's patience to see how this all plays out

spellbreaker would allow him an AOO vs Toffs teleport casting, but there's no way the Mage would be dumb enough to stand next to Grym in this tense situation. Looks like there's nothing Grym can do to prevent the teleport. He has options if he was prepared for the situation but not on the fly like this


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

perception: 1d20 + 21 ⇒ (16) + 21 = 37
sense motive: 1d20 + 8 ⇒ (14) + 8 = 22

Grym stands ready should the Wizard not come clean. He has more than a few tricks up his sleeve for dealing with uncooperative magic users.


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Grym detests multiple schools of magic lol...
Necromancy obviously
Enchantment with its' ability to subvert a targets will/volition
and obviously nothing Good can come from consorting with the lower planes/bindings etc. Any limitation on that type of magic is good in Grym's eyes


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

While Bayard charges in with holy vengeance against the fiends, Grym has a different style.

He approaches within a comfortable throwing range of the fiends and unleashes the Shieldstorm. Whereas Bayard is a ship plowing through waves of fiends, Grym is a pillar of might in the middle of the sea of fiends. Wave upon wave of fiends crash against him and yet he stands resolute as their bodies are repelled, battered and broken. The Storm proving to be stronger than the Sea.

Grym's Battle Hymn


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Take your time and feel better.


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Grym looks to Viridel for assurance that this is the right course of action before following Laree An's plan. Grym trusts Laree An's intentions but he values Viridels knowledge about weird magic stuff like portals and will follow whatever course of action his Wizard friend recommends.


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Do the negative planar lvls apply to Grym as well? or only against the paladin? I haven't been accounting for those in my posts


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Grym rushes out from under the balcony to get line of sight on the devil and launches his shield at him.

Enervation penalties not factored in due to Viridel's contingency post.
Foretell+2 Haste+1
attack#1: 1d20 + 25 + 2 + 1 ⇒ (9) + 25 + 2 + 1 = 37
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (3) + 25 = 28

cmb 41, if Bull rush is successful Bayard will get an AOO due to Grtr Bull Rush and possibly Shield Slam="Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. "


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Grym takes a quick 5ft step towards the villain and getting a clear throwing lane he launches his magic shield repeatedly at the devil

if the devil is further than 30ft please apply a -1 distance penalty to the attack rolls

Foretell+2 Haste+1
Ranged Flurry-2
attack HASTE: 1d20 + 23 + 2 + 1 ⇒ (9) + 23 + 2 + 1 = 35
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (6) + 25 = 31

attack#1: 1d20 + 23 + 2 + 1 ⇒ (10) + 23 + 2 + 1 = 36
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (3) + 25 = 28

attack#2: 1d20 + 23 + 2 + 1 ⇒ (15) + 23 + 2 + 1 = 41
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (4) + 25 = 29

attack#3: 1d20 + 18 + 2 + 1 ⇒ (12) + 18 + 2 + 1 = 33
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (4) + 25 = 29

attack#4: 1d20 + 13 + 2 + 1 ⇒ (3) + 13 + 2 + 1 = 19
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (5) + 25 = 30

the highest Bullrush cmb is 45, the others probably aren't high enough


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Duration 1 round /level (D)

If the duration line ends with “ (D),” you can dismiss the spell at will. You must be within range of the spell's effect and must speak words of dismissal, which are usually a modified form of the spell's verbal component. If the spell has no verbal component, you can dismiss the effect with a gesture. Dismissing a spell is a standard action that does not provoke attacks of opportunity.


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Waiting for Viridel and Bayard actions.

Another option is dismissing the WoF


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Good luck. Sounds like a good career choice


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

that attack had a CMB of 38

"If your attack is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent’s CMD you can push the target back an additional 5 feet. You can move with the target if you wish but you must have the available movement to do so. If your attack fails, your movement ends in front of the target."--Bull Rush

"Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance."---Shield Slam

and since Grym has Grtr Bull Rush that provides AoOs if Bayarad is in melee range at the time


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Eyeing the magic circle warily Grym runs around it until he gets a clear throwing lane and then launches his shield at the remaining devil

Haste+1, Foretell+3
One-handed Throw
attack#1: 1d20 + 25 + 1 + 3 ⇒ (5) + 25 + 1 + 3 = 34
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (4) + 25 = 29

SHield Slam cmb38


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Grymwold 5fts forward to get a clear throwing lane and then unleashes the Shieldstorm on the Red Eyrines

haste+1 Foretell+3
Ranged Flurry-2
attack HASTE: 1d20 + 23 + 1 + 3 ⇒ (14) + 23 + 1 + 3 = 41
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (2) + 25 = 27

attack#1: 1d20 + 23 + 1 + 3 ⇒ (19) + 23 + 1 + 3 = 46
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (6) + 25 = 31

attack#1: 1d20 + 23 + 1 + 3 ⇒ (19) + 23 + 1 + 3 = 46
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (4) + 25 = 29

attack#1: 1d20 + 18 + 1 + 3 ⇒ (6) + 18 + 1 + 3 = 28
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (4) + 25 = 29

attack#1: 1d20 + 13 + 1 + 3 ⇒ (16) + 13 + 1 + 3 = 33
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (2) + 25 = 27

" Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance"


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100
Viridel of Ashel'delore wrote:
Not related to any current discussion, but I'd like to say I'm loving this combat encounter.

Odd sentiment for a wizard who was just grappled by a barbed devil ;)


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Grymwold 5fts forward and bashes the barbed devil away from the mage
Git off him scum

haste+1, Foretelling +3
Melee, 2handed, Flurry-2
HASTEattack: 1d20 + 23 + 1 + 3 ⇒ (13) + 23 + 1 + 3 = 40
Bull Rush +4 vs CMD
damage: 1d6 + 27 ⇒ (4) + 27 = 31

attack#1: 1d20 + 23 + 1 + 3 ⇒ (8) + 23 + 1 + 3 = 35
Bull Rush +4 vs CMD
damage: 1d6 + 27 ⇒ (2) + 27 = 29

attack#2: 1d20 + 23 + 1 + 3 ⇒ (3) + 23 + 1 + 3 = 30
Bull Rush +4 vs CMD
damage: 1d6 + 27 ⇒ (5) + 27 = 32

attack#3: 1d20 + 18 + 1 + 3 ⇒ (18) + 18 + 1 + 3 = 40
Bull Rush +4 vs CMD
damage: 1d6 + 27 ⇒ (6) + 27 = 33

attack#4: 1d20 + 13 + 1 + 3 ⇒ (5) + 13 + 1 + 3 = 22
Bull Rush +4 vs CMD
damage: 1d6 + 27 ⇒ (5) + 27 = 32

two of the bull rushes =cmb44.... If villain is bullrushed out of melee range, damage will be +25 instead of +27


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100
Bayard the Axeman wrote:
It does. I accounted for the minuses from the negative levels and power attack both.

I find it helpful to list modifiers to my normal attack patterns above the attack post

Gryms attack posts that are saved in a spoiler at the bottom of his character sheet:

Ranged Flurry-2
attack#1: 1d20 + 23 ⇒ (13) + 23 = 36
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (1) + 25 = 26

attack#2: 1d20 + 23 ⇒ (1) + 23 = 24
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (1) + 25 = 26

attack#3: 1d20 + 18 ⇒ (16) + 18 = 34
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (2) + 25 = 27

attack#4: 1d20 + 13 ⇒ (18) + 13 = 31
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (2) + 25 = 27

Melee, 2handed, Flurry-2
attack#1: 1d20 + 23 ⇒ (15) + 23 = 38
Bull Rush +4 vs CMD
damage: 1d6 + 27 ⇒ (2) + 27 = 29

attack#2: 1d20 + 23 ⇒ (4) + 23 = 27
Bull Rush +4 vs CMD
damage: 1d6 + 27 ⇒ (6) + 27 = 33

attack#3: 1d20 + 18 ⇒ (2) + 18 = 20
Bull Rush +4 vs CMD
damage: 1d6 + 27 ⇒ (6) + 27 = 33

attack#4: 1d20 + 13 ⇒ (14) + 13 = 27
Bull Rush +4 vs CMD
damage: 1d6 + 27 ⇒ (2) + 27 = 29

Melee, 2handed PA(-4 +12), Flurry-2
attack#1: 1d20 + 19 ⇒ (3) + 19 = 22
Bull Rush +4 vs CMD
damage: 1d6 + 39 ⇒ (1) + 39 = 40

attack#2: 1d20 + 19 ⇒ (20) + 19 = 39
Bull Rush +4 vs CMD
damage: 1d6 + 39 ⇒ (1) + 39 = 40

attack#3: 1d20 + 14 ⇒ (18) + 14 = 32
Bull Rush +4 vs CMD
damage: 1d6 + 39 ⇒ (2) + 39 = 41

attack#4: 1d20 + 9 ⇒ (19) + 9 = 28
Bull Rush +4 vs CMD
damage: 1d6 + 39 ⇒ (1) + 39 = 40

if he is affected by haste and a -3 enervation I normally post those modifiers above the standard attack post and then incorporate them individually into the attack post. At higher levels things can get quite complicated and I think it makes it easier for the GM if the modifiers are clearly posted rather than just consolidated into a simple +20 to hit

for example, this would be Gryms post while affected by haste and enervation

haste+1 enervation-3
Ranged Flurry-2
HASTEattack: 1d20 + 23 + 1 - 3 ⇒ (19) + 23 + 1 - 3 = 40
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (4) + 25 = 29

attack#1: 1d20 + 23 + 1 - 3 ⇒ (6) + 23 + 1 - 3 = 27
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (2) + 25 = 27

attack#2: 1d20 + 23 + 1 - 3 ⇒ (11) + 23 + 1 - 3 = 32
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (3) + 25 = 28

attack#3: 1d20 + 18 + 1 - 3 ⇒ (3) + 18 + 1 - 3 = 19
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (3) + 25 = 28

attack#4: 1d20 + 13 + 1 - 3 ⇒ (13) + 13 + 1 - 3 = 24
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (6) + 25 = 31

It's completely up to you how you want to post. But I find that posting the way I do makes things clear for the GM and they never ask me if I accounted for something like enervation because it's always clear what modifiers are affecting my attack posts.

and ughhhh I hate being grappled while wielding a 2-handed weapon


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Grym proceeds to smash the barbed devil away from him and launches a series of throws continuing the barrage, possibly making the devil reconsider his career choices

haste +1
Melee, 2handed, Flurry-2
HASTEattack: 1d20 + 23 + 1 ⇒ (15) + 23 + 1 = 39
Bull Rush +4 vs CMD
damage: 1d6 + 27 ⇒ (5) + 27 = 32

attack#1: 1d20 + 23 + 1 ⇒ (2) + 23 + 1 = 26
Bull Rush +4 vs CMD
damage: 1d6 + 27 ⇒ (5) + 27 = 32

attack#2: 1d20 + 23 + 1 ⇒ (8) + 23 + 1 = 32
Bull Rush +4 vs CMD
damage: 1d6 + 27 ⇒ (2) + 27 = 29

attack#3: 1d20 + 18 + 1 ⇒ (18) + 18 + 1 = 37
Bull Rush +4 vs CMD
damage: 1d6 + 27 ⇒ (2) + 27 = 29

attack#4: 1d20 + 13 + 1 ⇒ (11) + 13 + 1 = 25
Bull Rush +4 vs CMD
damage: 1d6 + 27 ⇒ (6) + 27 = 33

Gryms first attack =CMB 43 most likely bullrushing the hamatula out of melee range. If so all the remaining attacks will be one handed throws. which inflict +25 damage instead of the +27 for a 2-handed melee attack

"If your combat maneuver is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent's CMD you can push the target back an additional 5 feet."


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Grym receives his shield from Anethra gratefully Thank you madam
and launches a series of throws at the blue eryines attacking Laree An. Not wanting to risk throwing his shield at the boss devil with the teleport circle protecting him. Besides, Bayard seems to have the main devil well in hand.

foretell +2 Haste+1
Ranged Flurry-2
Haste attack: 1d20 + 23 + 2 + 1 ⇒ (3) + 23 + 2 + 1 = 29
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (1) + 25 = 26

attack#1: 1d20 + 23 + 2 + 1 ⇒ (11) + 23 + 2 + 1 = 37
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (5) + 25 = 30

attack#2: 1d20 + 23 + 2 + 1 ⇒ (4) + 23 + 2 + 1 = 30
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (5) + 25 = 30

attack#3: 1d20 + 18 + 2 + 1 ⇒ (20) + 18 + 2 + 1 = 41
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (4) + 25 = 29

attack#4: 1d20 + 13 + 2 + 1 ⇒ (9) + 13 + 2 + 1 = 25
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (1) + 25 = 26

CRIT CONF attack#3: 1d20 + 18 + 2 + 1 ⇒ (17) + 18 + 2 + 1 = 38
Bull Rush +4 vs CMD
damage: 2d6 + 50 ⇒ (6, 6) + 50 = 62

if his initial throws kill the blue eryines, his secondary target will be the hamatula

If Laree An is with melee range AND the Blue Eryines is successfully bull rushed She will get an AOO vs the eryines


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Absolutely! And critting on the first attack where the smite damage is doubled is amazing! I love paladins.

Note that your extra damage from bane/holy/vicious etc will be 6d6 instead of 12d6.
"Exception: Precision damage (such as from a rogue’s sneak attack class feature) and additional damage dice from special weapon qualities (such as flaming) are not multiplied when you score a critical hit."

But that hardly matters when you've critted on a double damage smite!


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

waiting to see if Anethra breaks free of the circle with Grym's shield


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Grym watches frickin magic interferes with his shield toss
what the...

And thankfully he hears it clamor behind him and he yells at the two stragglers in the back Hey! Fetch me shield!


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

rather than add haste and foretell to my previous post, I'm just going to make a new post including haste and foretell replacing my previous one

+1haste +2Foretelling
Ranged Flurry-2
Haste attack: 1d20 + 23 + 1 + 2 ⇒ (4) + 23 + 1 + 2 = 30
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (1) + 25 = 26

attack#1: 1d20 + 23 + 1 + 2 ⇒ (2) + 23 + 1 + 2 = 28
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (6) + 25 = 31

attack#2: 1d20 + 23 + 1 + 2 ⇒ (18) + 23 + 1 + 2 = 44
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (3) + 25 = 28

attack#3: 1d20 + 18 + 1 + 2 ⇒ (5) + 18 + 1 + 2 = 26
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (6) + 25 = 31

attack#4: 1d20 + 13 + 1 + 2 ⇒ (17) + 13 + 1 + 2 = 33
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (2) + 25 = 27


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Responding to a wink from Viridel Grym 5fts forward (to unplug the bottleneck) and launches a barrage of shield tosses at the boss trying to drive him up against Viridels Wall of Force

it looks like the boss is btwn 30 and 60 ft away which is his 2nd range increment and will give all Grym's throws a -1 penalty due to distance. I incorporated this penalty into his attacks. If boss is w/in 30ft please remove the -1 range penalty

Ranged Flurry-2
attack#1: 1d20 + 23 - 1 ⇒ (16) + 23 - 1 = 38
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (2) + 25 = 27

attack#2: 1d20 + 23 - 1 ⇒ (19) + 23 - 1 = 41
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (2) + 25 = 27

attack#3: 1d20 + 18 - 1 ⇒ (1) + 18 - 1 = 18
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (6) + 25 = 31

attack#4: 1d20 + 13 - 1 ⇒ (11) + 13 - 1 = 23
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (4) + 25 = 29

the first two throws have a Bull Rush CMB of 42 and 45 possibly driving the boss up against the Force Wall potentially activating Shield Slam (Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance.)


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Making a pact with a devil is NOT something Grym will be eager to be a part of. "An unnamed service at a later time" EAT MY SHIELD!


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Consciously disciplining his mind to NOT communicate this via telepathic link lest Anethra overhear, Grym arches his eye warily at Viridel as Anethra engages the fiend in pleasantries. Viridiel knows this look from Grym means that Grym is looking to him for guidance in this situation.

Grym is a seasoned warrior and no longer looks at every obstacle as something to be overcome with force. But he's not happy about negotiating with fiends and will explode into violence if directed to by Viridel.


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

know history: 1d20 + 3 ⇒ (5) + 3 = 8
Grym takes in the mural but it means nothin to him, just another fancy magick painting.

While the devil talks, Grym surveys the room, tactically evaluating it for the upcoming battle.


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

While Laree An is doling out the potions Grym does his part with the CLW wand while actively ignoring the display of human flirting in front of him.

UMD dc20: 1d20 + 10 ⇒ (7) + 10 = 17
UMD dc20: 1d20 + 10 ⇒ (12) + 10 = 22
UMD dc20: 1d20 + 10 ⇒ (10) + 10 = 20
UMD dc20: 1d20 + 10 ⇒ (9) + 10 = 19
UMD dc20: 1d20 + 10 ⇒ (16) + 10 = 26

healing: 1d8 + 1 ⇒ (6) + 1 = 7
healing: 1d8 + 1 ⇒ (5) + 1 = 6
healing: 1d8 + 1 ⇒ (2) + 1 = 3

All the while wishing that wand crafters would make the durned things easier to use
used 3 charges


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

bah..Just a little flesh wound

umd wand dc20: 1d20 + 10 ⇒ (9) + 10 = 19
umd wand dc20: 1d20 + 10 ⇒ (4) + 10 = 14
umd wand dc20: 1d20 + 10 ⇒ (8) + 10 = 18
umd wand dc20: 1d20 + 10 ⇒ (18) + 10 = 28
CLW: 1d8 + 1 ⇒ (4) + 1 = 5

umd wand dc20: 1d20 + 10 ⇒ (17) + 10 = 27
CLW: 1d8 + 1 ⇒ (4) + 1 = 5

You hear muttered curses and are surprised to see actual sparks emanating from the healing wand as it misfires. But eventually Gryms minor wound fully heals
used 2 wand charges 96/100

When the rest of the group is ready Grym will lead them through the east double doors perception for traps: 1d20 + 21 ⇒ (11) + 21 = 32


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

This alias Grymwold, is what I WabbitHuntr am proposing for my character if this is acceptable to everyone else. This is Grym as he appears at 13th lvl, currently in a one-shot module.

Grym is a switch-hitting frontline tank
Far Strike/Sacred Mountain Monk 1
Siegebreaker Fighter 5
Shield Champion Brawler 7

At 9th lvl he becomes able to craft magic armor and shields for the group

He follows Torags paladin code and views his Martial Flexibility as divine gifts/insight from Torag, the God of Tactics and Strategy

And there should be nothing wrong with having 2 brawlers in the group. Should make for a versatile front-line


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

With the Walls no longer interfering with his throws, Grym seeks to end the foul existence of the last Bone Devil

Ranged Flurry-2
attack#1: 1d20 + 23 ⇒ (20) + 23 = 43
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (5) + 25 = 30

CRIT CONF attack#1: 1d20 + 23 ⇒ (15) + 23 = 38
damage: 2d6 + 50 ⇒ (1, 4) + 50 = 55

attack#2: 1d20 + 23 ⇒ (7) + 23 = 30
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (6) + 25 = 31

attack#3: 1d20 + 18 ⇒ (3) + 18 = 21
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (2) + 25 = 27

attack#4: 1d20 + 13 ⇒ (19) + 13 = 32
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (4) + 25 = 29


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Shieldmaster feat="Add your shield’s enhancement bonus to attack and damage rolls made with the shield as if it were a weapon enhancement bonus."

Grym's shield is +5 allowing him to bypass alignment DR


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100
Anethra Katal wrote:

Seeing Grymwold suffer from the Valshune's touch, Anethra extends her powers to bring healing upon his wounds.

[dice=Cure Critical Wounds]4d8+13

@Anethra thanks for the Cure. However, Laree An beat you to it with a healing bomb. So he's only down 10hp. You might want to save that spell and take another action this round.


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

I'm posting assuming that the barrage from Bayard has killed the Devourer.

Seeing Bayard slice the Devourer into oblivion Grym is free to launch his ranged assault on the Osyluths. His shield flying into them with devastating effect. starting with the red Osyluth

Foretelling +2
Ranged Flurry-2
attack#1: 1d20 + 23 + 2 ⇒ (6) + 23 + 2 = 31
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (1) + 25 = 26

attack#2: 1d20 + 23 + 2 ⇒ (10) + 23 + 2 = 35
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (5) + 25 = 30

attack#3: 1d20 + 18 + 2 ⇒ (20) + 18 + 2 = 40
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (1) + 25 = 26

CRIT CONF attack#3: 1d20 + 18 + 2 ⇒ (17) + 18 + 2 = 37
Bull Rush +4 vs CMD
CRIT damage: 2d6 + 50 ⇒ (5, 6) + 50 = 61

attack#4: 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35
Bull Rush +4 vs CMD
damage: 1d6 + 25 ⇒ (2) + 25 = 27

CRIT CONF attack#4: 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20
Bull Rush +4 vs CMD
damage: 2d6 + 50 ⇒ (6, 4) + 50 = 60


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

"Shield Master Combat Trick (from the Combat Stamina feat)
Just before you roll a Fortitude or Reflex saving throw, you can spend 5 stamina points to add your shield’s enhancement bonus as a bonus on the saving throw." Stamina 11/16

fort : 1d20 + 18 + 5 ⇒ (4) + 18 + 5 = 27

the Holy symbol of Torag on Grym's shield glows briefly as it flares in anger in response to the Devourer's touch, successfully bolstering Grym's defenses. -28hp

will post Grym's attacks after Bayard


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

I don't mind if this takes the rest of the year to finish. It's just a short module. In all likelihood, I'll never get a chance to play it again, so I'd like to stick with it, even at a slow pace so I can see how the story ends.


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Seeing Bayard's attacks fail to make any significant contact with the monster in front of them, Grym concentrates less on power and more on slipping in between the Devourer's defenses.

forgoing Power Attack in favor of accuracy
Melee, 2handed, Flurry-2
attack#1: 1d20 + 23 ⇒ (2) + 23 = 25
Bull Rush +4 vs CMD
damage: 1d6 + 27 ⇒ (6) + 27 = 33

attack#2: 1d20 + 23 ⇒ (6) + 23 = 29
Bull Rush +4 vs CMD
damage: 1d6 + 27 ⇒ (1) + 27 = 28

attack#3: 1d20 + 18 ⇒ (14) + 18 = 32
Bull Rush +4 vs CMD
damage: 1d6 + 27 ⇒ (5) + 27 = 32

Grym focuses his last attack on the wall behind him, smashing a hole in it.
attack#4: 1d20 + 13 ⇒ (15) + 13 = 28
Bull Rush +4 vs CMD
damage: 1d6 + 27 ⇒ (6) + 27 = 33

IF the shield bash overcomes CMD 36 Bayard will receive an AOO per Greater Bull rush and Grym will spend 5 Stamina points. "When you bull rush an opponent, you can spend 5 stamina points to have the opponent’s movement from the bull rush provoke an attack of opportunity from you as well."

AOO: 1d20 + 25 ⇒ (11) + 25 = 36
Bull Rush +4 vs CMD
damage: 1d6 + 27 ⇒ (5) + 27 = 32

If Grym's AOO succeeds in a 2nd Bull Rush by overcoming CMD 40 Bayard will receive a 2nd AOO IF he has Combat Reflexes.

@GM let me know if the the Bull Rush is successful so I can subtract 5 Stamina points from his sheet


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

there's something so satisfying about Smiting as a Paladin. It's like activating a "Die Now" cheat code

@GM did Bayard's attack kill the Devourer? I need to know before posting Grym's attacks


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

I feel your pain bad internet sucks.

To make posting easier especially from my phone... I have a spoiler at the bottom of my profile with my most common attack patterns. This makes it easy to copy paste a combat post from my phone and keep the game rolling


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

@GM is the Devourer's attack an SLA? If so, it would provoke an AOO from Grym due to Disruptive and Spellbreaker. If it's a supernatural ability it will NOT provoke an AOO

@GM unless you consider it metagamey I'll hold off my attacks until after Bayard posts. When Grym (switch-hitter) is paired with a melee ally and is threatening the same villain it's best if Grym attacks after his ally due to the potential of Bull-rushes pushing the villain out of Bayard's full-attack range

will, steel soul, glory of old vs unholy blight: 1d20 + 11 + 4 + 1 ⇒ (6) + 11 + 4 + 1 = 22
-14hp


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Grym glances back at the brains of the operation (the casters) again knowing from hard-earned experience that not everything is a nail to be hammered.....But if he's gonna hold back from hammering these things with his shield, the brains of the operation behind him better say something quick as his throwing arm is starting to twitch.

he growls to the casters behind him am I throwing or are we going?


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Grym keeps his wary eyes on the fiends while glancing out of the corner of his eye towards the casters waiting for a signal from them, readying himself to launch into a whirlwind of attacks

pondering over who gets it first? The barbed devil or the soul eater?


HP 125/133 |DR6/-| AC 33 (37vs Crit Conf) | T 15 (20vs Rays) | FF 31| CMD 31 (35vsBull Rush or Trip)|| SPD 20ft| Init +2 | Perc +21, Stonecunning +23| Darkvision | F +18 | R +14 | W +11 | Steel Soul+4, Glory of Old+1, Mind-Buttressing| Martial Flexibility 4/6, Stamina 11/16, Buffering Cap 1/1, Unshakeable Resolve 3/3, CLW wand 93/100

Before proceeding to the double doors Grym heals himself of some lingering minor wounds
CLW: 2d8 + 2 ⇒ (5, 8) + 2 = 15

Grym leads the group to the double doors at the east end of the hall and after inspecting, opens them to see what awaits beyond
perception: 1d20 + 21 ⇒ (19) + 21 = 40