Unger

Gyre_'s page

47 posts. Organized Play character for Pirate Rob.


RSS

Grand Lodge 4/5 ****

Pirate Rob here.

I thought I'd share my 2 characters with Lore Warden levels just as examples for those who are curious.

Gyre here is a pure 13th level Lore Warden, having completed the entirety of the Emerald Spire.

His trip bonus is currently:

BAB 13 + Strength 4 + Dex 4 (Fury's Fall) + Weapon Training 5 + Weapon Focus 1 + Greater Weapon Focus 1 + Maneuver Master 6 + Improved Trip 2, Greater Trip 2 + Heirloom Weapon 2 + Enhancement 5, Power Attack -4, Dazing -5 = 36

(Dazing frequently gets left off against things immune to daze of if Gyre is suffering variousu to hit penalities. Frequently the bonus gets a bit higher with enlarge person and things like bard song, haste and even occasionally bull's strength)

Full stat block is available on his profile.

Between Advanced Weapon Training and Lore Warden skill ranks (and an int of 14) Gyre is quite skilled in a variety of ways.

Grand Lodge

1 person marked this as a favorite.

Hi, I trip people for fun, I'm a level 13 Lore Warden Fighter.

I have a +45 to trip unbuffed. It's frequently more like +36 before buffs as I'll activate both power attack and dazing assault.

Trip Bonus:

BAB 13+ Str 4 + Dex 4 + Weapon Training 5 + Weapon Focus 1 + Greater Weapon Focus 1 + Manuever Master 6 + Improved Trip 2, + Greater Trip 2, + Heirloom Weapon 2, +5 weapon enchacement = 45

I'll frequently drink an enlarge person potion and can accecpt bull strength as well as normal things like haste and bard song. Against things that can't be tripped I still do respectable damage and have quite a few useful skills.

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

I am dropping from this game. I have sent the GM a PM with more details.

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

I'm really confused, isn't the skeleton prone? Also I didn't "step up" to him, I walked by him to get to the far side.

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

Move to the far side of the skeleton to flank, provoking as I go.

Attack + Prone: 1d20 + 5 + 4 ⇒ (6) + 5 + 4 = 15
Damage: 2d4 + 4 ⇒ (2, 2) + 4 = 8

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

If Faerin dropped the skeleton:
Step forward and trip the more northerly one.

If she did not, trip the one in front of her.
Trip: 1d20 + 7 ⇒ (16) + 7 = 23[/spoiler]

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

"My uncle have great business selling blunt arrows, maybe we talk later" Gyre shouts back as he engages the skeletons.

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

Gyre will move forward 20 feet and trip a skeleton.

"Thanks Lysassa!"

Trip: 1d20 + 7 ⇒ (7) + 7 = 14

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

Doesn't Infernal healing have a 1 round cast time?

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

"'eal me up Kelian, I'm going in!"

If Gyre gets healed:

CHARGE! Tripping the skeleton closest to him.
Charge Trip: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11
AC 18

If Gyre doesn't get healed:

Approach cautiously, total defense and move forward 20.
AC 24

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

Gyre will move 20 ft closer to the skeletons, while waving his arms and making as much noise as possible, ready to dodge incoming arrows.

Standard Action: Total Defense, +4 AC. AC = 24

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

Gyre nods at Thorack's suggestion.

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

Gyre will swing away.

Attack: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 2d4 + 4 ⇒ (3, 1) + 4 = 8

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

Gyre covers Lysassa with his polearm as she detects magic.

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

Sounds like the plan to me.

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

"Sounds like a good plan to me."

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

"Figures..." Gyre grumbles for a moment before continuing.
"What creatures make their lairs here?"

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

Gyre responds "Says it knows all the secrets of the Ancients. Probably just a crock like at a carnival, but maybe I'll finally learn the truth!"

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

"Ya know, I's always wanted ta know dis."

Gyre says as he puts a coin on the black cloth.

"Who is the most powerful mage in *All* Absalom?"

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

"Thank fer turnin' the lights back on."

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

"If we chipped 'nough 'oles in the ceiling to let the sun in, that might do it." Gyre suggests non-seriously.

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

"My vote's ta where I can see, maybe I'm jus' bein' greedy though."

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

Seems sensible to me. I'm just stuck with whatever you yahoos tell me is going on :)

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

Gyre will move forward about 10 feet, cautiously, Half speed and then try and trip the critter.

Trip: 1d20 + 7 ⇒ (10) + 7 = 17
Miss: 1d100 ⇒ 50 Whiff!

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

"That be 'nother ceilin' monster?" Gyre asks confusedly. "Jus' tell me where to swing!"

Delay.

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

This time Gyre just smacks it, 5ft stepping as necessary.

Guisarme: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 2d4 + 3 ⇒ (3, 1) + 3 = 7

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

From not reading the description closely enough and being somewhat ill.

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

Some creatures—such as oozes, creatures without legs, and flying creatures—cannot be tripped.

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

If it is still up Gyre will move up and trip it with his polearm.

Trip: 1d20 + 7 ⇒ (20) + 7 = 27

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

I'm only 1 bonus above you at +3

Gyle nods at Thorack, guisarme at the ready.

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

"I 'ave to admit, I'm not fond of any plan that involves lowerin' me inta unseen danger with a rope. I vote ta follow da path."

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

"Don't we 'ave that Chime thingy too?"

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

"I'm fine."

Gyre tosses his club into one of the alcoves.

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

Gyre will draw one of his clubs and 5ft step forward before bopping the skeleton head construct thingy.

Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Bludgeoning Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

Luke, if you want I'll show you how to make them more intractable, without it being much more work.

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

Gyre reacts quickly and slashes at the one to Thorack's right in order to try and clear space for the archer.

1d20 + 5 ⇒ (19) + 5 = 24 Not Including Cover
Slashing Damage: 2d4 + 4 ⇒ (2, 2) + 4 = 8

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

Continuing to lean over Kelian's shoulder

"Seein' what you're doin' just in case I uhhh..., ever get locked out o' me home"

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

Gyre wipes another gob of snot onto his arm.

"Dust in these places gets to me a bit. Wha'cha looking for Kelian?" Gyre stands uncomfortable close to Kelian as he tries to look over the man's shoulder.

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

"Better lucky than good I always say."

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

"Lemme know if it comes near."

Gyre will ready to attack if somebody tells him it's in range.

Readied Attack:

Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 2d4 + 4 ⇒ (1, 3) + 4 = 8
Miss: 1d100 ⇒ 69
Confirm: 1d20 + 5 ⇒ (15) + 5 = 20
Extra Crit Damage: 2d4 + 4 ⇒ (2, 3) + 4 = 9

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

"Thorack, what's down dere?"

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

Gyre will swing at where he thinks the critter might be with his guisarme.

Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Miss Chance: 1d100 ⇒ 22 Low always misses.
Damage: 2d4 + 4 ⇒ (4, 1) + 4 = 9

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

Gyre delays, pole-arm at the ready.

"Where's da light?"

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

Gyre snorts a bit before wiping his nose off with his arm in a big swinging motion.

"Thanks lady." Gyre mumbles as he takes the potion and holy water before wiping his nose a second time.

"Kelian, ya know how to use one of these?"

Gyre holds out a brand new looking wand of cure light wounds that looks like it's come direct form Ambrus Valsin's supply.

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4
Thorack Stonecutter wrote:
Luke_Parry wrote:

Okay, just a quick house-keeping thing:

I would like a single-file marching order, and a two-man-front marching order.

First, can you open up the discussion thread? Second, my suggestion for single file marching order: Pirate Rob (Fighter 1), Gyre (Lore Warden 1), Kelian (Cleric 2), Lysassa (Wizard 1), Thorack (Archer 1). This puts the fighter first, Gyre with reach behind him, then cleric with high armor (middle for touch spells/buffs), and the wizard's back protected by the archer. For two-front marching: I'd say Pirate Rob with Kelian in the front since they probably have the best armor, with Gyre and Lysassa in a middle position, and Thorack guarding the back. While I know this puts me in the back, lack of movement should give me extra shots. I also tried to put the armored guys up front and surround the low AC wizard. Hope this sounds reasonable.

Gyre/Pirate Rob are 1 person.

Grand Lodge

Lore Warden 13 | HP 134/134 | AC 21 T 16 FF 16 | Fort +16 Ref +13 Will +10 (+2 vs fear) | CMD 39 | Init +47 | Perc+4

Gyre is reasonably tough for 1st level and has a reach weapon with combat reflexes, so I'm happy to be in front and keep things away from us, or be a rank back and not blocking other melees. I'll get some intro/description up later.

Grand Lodge

Pirate Rob here, alias and stuff all sorted out:

Zarzuket: You do know that this is a PFS game, and the only legal material from Ultimate Campaign in PFS is retraining and the traits, the story feats aren't allowed unfortunately.