Shivra

Hako's page

50 posts. Alias of Voomer.


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Tarod wrote:

One of my players, a witch, thought to cast Web across the wrhilwind to catch the players in it. Whats the hardness and the hp of the web?

The spell description doesn't specify those stats. As a GM, I would be inclined to find a way to let the web work, since I like to reward player cleverness and because it is a tough encounter and your PCs are in a tough spot.

That being said, it is hard to imagine that the web could propel with enough force to enter the whirlwind, capture the players, and exit through the other side. Also, the spell description says the web needs to be attached to two opposing points (http://paizo.com/pathfinderRPG/prd/spells/web.html), so I don't think it quite works as your player suggested (which would be more like a net). However, the witch could potentially use the web to catch the PCs as they are dropped out of the whirlwind, by attaching one end to the bridge and the other end to the house. Perhaps the witch can prepare the spell and hold his/her action until the whirlwind drops the captured PCs? I'm not sure how that would work under the rules as written, but I would probably let the witch do it, and I would probably have the whirlwind dump the PCs somewhere where the web would work to save them.

The air elemental might not realize the PCs survived (it is pretty dumb) and the witch could hide on the far side of the bridge until it went away. I think that would be a cool, cinematic way to complete the encounter without killing the PCs.


Hako will come aid in the interrogation, but he first needs to see for himself what is over the side of the ship...


Hako glances back to make sure Awrl has the hold covered and then peers over the side of the ship.


"With pleasure." Hako runs up and swings at one of the gill-men with his double axe two-handed: 1d20 + 5 ⇒ (6) + 5 = 11
damage if a hit: 1d8 + 6 ⇒ (7) + 6 = 13


Yeah, I think auto-crit would be too powerful for a first level spell. We don't want our low-level enemy clerics to do that to us either!


Why is that critical, Tsi, since the roll on the die was a 12?


Hako roars with satisfaction. He'll take this next round to doublecheck on the cargo in the hold, and then he'll prepare to attack any suitable targets the following round.


Hako will hold his axe in his offhand and throw a throwing axe at a Gillman if there is one not presently engaged in melee. I want to avoid the -4 for "firing" into melee

If there is an appropriate target, Hako's attack roll is 1d20 + 4 ⇒ (20) + 4 = 24 and his damage roll is 1d6 + 4 ⇒ (4) + 4 = 8

Possible critical! Confirm critical roll is 1d20 + 4 ⇒ (20) + 4 = 24. If critical, extra damage is 1d6 + 4 ⇒ (1) + 4 = 5.

Unless he throws it overboard, he'll have someone retrieve the throwing axe after the fight is over.


To see how badly Hako misses: 1d20 + 3 ⇒ (5) + 3 = 8

His next turn Hako will take a move action (?) to unstick his axe.
Strength check: 1d20 + 4 ⇒ (17) + 4 = 21

Then he will use his remaining standard action to attack, wielding his axe in two hands: 1d20 + 5 ⇒ (3) + 5 = 8, damage 1d8 + 6 ⇒ (1) + 6 = 7


Ugh! Two tremendously lousy rolls and a critical miss (or possible critical miss?) on the second attack. How are you handling critical misses?


Since it is a double weapon, Hako gets two attacks, using his two-weapon fighting feat to lessen the negatives.

First attack: 1d20 + 3 ⇒ (4) + 3 = 7
First attack damage (should it hit): 1d8 + 6 ⇒ (1) + 6 = 7

Second attack: 1d20 + 3 ⇒ (1) + 3 = 4
Second attack damage (should it hit): 1d8 + 6 ⇒ (6) + 6 = 12


A trident! Nice touch. Hako is pleased. He hasn't seen anyone fight with a trident since he left the arenas.


Hako will jump on deck but will not stray from the entrance to the hold. He will prepare to attack any gill-man that comes within the range of his double axe, but he will use a move or free action every round to peek into the hold to make sure the cargo is undisturbed.


I'll go ahead and roll for initiative even if all Hako can do right now is hold on.

1d20 + 5 ⇒ (14) + 5 = 19


Hako stands ready for combat, halfway up the ladder. He has a throwing axe in one hand and his double axe in his other, using his arm to keep him on the ladder. He is watching for signs of the assailants both on the deck and in the hold -- especially in the hold, since there are plenty of friendly eyes ready to give the alert up on deck.


Hako jumps up with his axe in hand and climbs halfway up the ladder to spread the word to those on deck (especially Awrl and Tsi), without leaving the hold. He keeps alert to see if he can make out the voices and to tell whether they seem to be coming up the sides or making some attempt to access the hold without going on deck.


Perception: 1d20 + 5 ⇒ (20) + 5 = 25

Yowza!


I think only Hako is in the hold right now. Awrl is up on the deck, with plans to relieve Hako at some point.


Hako nods and even manages a bit of a smile. He harbors no malice towards the captain. When the boy comes he asks him to bring food and water as well. Otherwise, Hako finds a position with his back to the wall and a good view of the cargo and both doors. He amuses himself by sharpening his weapons and checking his equipment.


The blue butterfly is probably a symbol of Desna. Goddess of dreams, stars, travelers, and luck. Hako would not know that, but Tsi would. I didn't know who Shimye-Magalla is, but I just learned the god is "a janiform amalgam of Desna and Gozreh worshiped by the Bonuwat tribe of Mwangi." Pretty obscure! How does Tsi present himself?


"Fine. I'm just here to do my job, to see that this cargo gets where it is supposed to go. If you don't get in the way of that, I won't get in the way of you doing your job."


Pretty brilliant, Molgo.

There is nothing else Hako wants to do before departure. He does want to inspect the cargo and to carefully examine the hold to make sure there are no hidden ways in. Assuming there is just the one way into the hold, Hako will, if possible, make himself a place to sit on deck near the entrance to the hold where he can look down on the cargo. (Unless, that is, Awrl suggests otherwise.) Hako will also tell the cabin boy to regularly deliver water and food to him, and also to bring him a piss pot.


Once away from the shop, Hako hands the bags to Awrl, discreetly explaining the contents and instructing him to take one on the way there and one on the way back. "Hopefully this will be enough for the whole voyage. No shame in sea sickness. Most of our orc ancestors are not seagoing folk. I've had many years to get used to being on the water."

They walk to the ship. Before boarding, Hako pauses to take a deep breath, preparing to take to the water for the first time as a free man (so to speak). He climbs on board.


"Better give me one more bag for the return trip. And, yeah, I won't break anything on the way out. I'm not a clumsy as I look."


To Awrl: "Understood."

On the way to the boat, Hako will stop at a herbalist shop or booth and purchase some sea sickness remedy for Awrl. Awrl can wait outside or away, or go ahead to the boat, if he doesn't want to be associated with the purchase.

Hako will say that the remedy is for a merchant that he is accompanying on a short trip and will tell the seller that if he/she does good by Hako, then Hako will remember. And if he/she does bad by Hako, then Hako will remember that too. And he cracks his knuckles.

Intimidate: 1d20 + 4 ⇒ (16) + 4 = 20
Sense motive: 1d20 + 2 ⇒ (20) + 2 = 22


Hako will watch for awhile, admiring the dancers, and he'll eat some of the good food if it is available to him and if he can still stay out of the way. But, ultimately, this sort of party strikes him as a bit silly, and he'll pretty quickly let Awrl lead him to a place in the compound where they can crash for the night. In the morning, he'll equip himself and hopefully eat to his full on leftovers from the party. Then he and Awrl will make their way to the boat, unless further instructions are needed first from Ruriel.


Nice! Sorry Hako isn't more of an unmitigated party animal. He's still in survival mode.


Hako won't miss an opportunity to get a look at the good life and to get more acquainted with Ruriel's operation and alliances, so if Awrl is certain they are welcome, he's up for it. "If you're sure the boss won't mind our ugly faces around, I could go for a little more food and drink before sleep." Hako will hang at the edge of the party and control himself (he'll eat more than he drinks), do plenty of observation for things of interest, and make sure Awrl doesn't get out of hand. He'll also watch for any signs that they aren't welcome.

perception: 1d20 + 5 ⇒ (16) + 5 = 21
sense motive: 1d20 + 2 ⇒ (5) + 2 = 7


I've added Hako's stats to his profile.


Hako will not drink enough to get fall down drunk, which still allows him to drink a lot. He'll follow Awrl's lead for the remainder of the evening, make sure Awrl gets home sound, and then gets home himself. If the plan is to meet at the boat in the morning, then he'll wake early, prepare his equipment, have a big breakfast, and get to the boat.

Tsi, Hako seemed to imply he didn't have sailor skills, but he didn't really explain his sailing history too much, although if Tsi asked him about it in the bar he might have explained more.

Eventually I'll add Hako's info to his profile.


Hako laughs heartily. "Don't worry about me. I've probably spent nearly as much time on board ships as you have, although they mostly had me scrubbing the decks and cutting onions. The arenas were more fun, but I didn't like the job contract any better, not that you could really call it that."

I never realized that elves in Pathfinder are TALLER than humans, although I suspect 6'5" is at the extreme end in height for a half-elf. Anyhow, Hako should have said "skinny" rather than "puny."


"I agree, Awrl. Tsi, I seem to have underestimated you just because you're puny. In the arenas, you can usually judge a ale by its froth. Not out here. It will be good to have you on the ship."


"I'm left with the bad taste of spoiled children in my mouth, but it's nothing that a mug of Jerkal's homebrew on the house for myself and my friend here can't cleanse," says Hako, gesturing to Awrl. "And I'm sure that Qi'Star Annoush will be happy to compensate your for your cleaved table..."


Hako nods approvingly at Tsi's comment. Tsi did get poked, so letting the boys go unscathed takes admirable restraint on his part, and the parting comment is well justified.


I think it's great. If the NPC (in this case, Akh-met) has good reason for communicating that message to the PCs, I don't see anything heavy-handed or inappropriate about it. As I've made clear, Hako wasn't going to kill them anyways.

Hako is inclined to let them go, although he gives Awrl a glance to make sure Awrl is in accord, since Awrl has been in Ruriel's employ longer. Assuming Awrl interposes no objection, Hako gets close to the face of the youth he just let up and says "Your father is a wise businessman. I'm sure if he had an objection to any aspect of Ruriel's business he'd work it out with Ruriel or, failing that, send MEN to TRY to make his point or, even more effective, some good strong FILTHY HALF-BREEDS!" Hako laughs heartily and gives Awrl a sharp knowing jab with his elbow. Then he sends a deadly glance to the other youth, who I think is the one who made the "half-breeds" comment.


"Thank you, Akh-met. I've not survived this far by drawing blood every chance I get. That this one is merely bruised shows the extent of my restraint. Although he is lucky he didn't make me really mad... But I'll not let him return to his daddy until I know why he and his friends attacked me and these others." Hako gestures towards Tsi and the Captain.


Hako makes himself comfortable, "Who sent you?" But Hako's going to wait and see what Akh-met does before breaking any bones.


"And tell us who sent you and what were your instructions. Now. Lest I accidently snap one of your fingers by shifting my weight."

Intimidate roll: 1d20 + 4 ⇒ (18) + 4 = 22


Hako pins the youth and tells him, "you and me have some talking to do", then he flashes Awrl a thumbs up and toothy grin, mugging for Awrl's benefit while basically sitting on the youth.


When it is Hako's turn to act, he wants to sheathe his axe and try to tackle and hold down one of the assailants.
Grapple check: 1d20 + 5 ⇒ (18) + 5 = 23
Hako's attempt to grapple provokes an attack of opportunity, against AC 16. Hako's CMD is 18, which is the DC for the opponent to break the grapple. If Hako holds the grapple he will attempt to pin the next round. I assume Hako's still using the 10 initiative roll from before.


Excellent. There WAS added hilarity! Hako is pleased he still came off scary, if a little inaccurate. Hako heads over to where Tsi is. Can't have the Captain and his crew skewered before we hit the Inner Sea.

Once he gets there he guesses at who stabbed Tsi (perception: 1d20 + 5 ⇒ (3) + 5 = 8) and attacks twice, non-lethally:
attack one: 1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 2
attack two: 1d20 + 3 - 4 ⇒ (9) + 3 - 4 = 8

I'm assuming both of those missed. Obviously, I'll await Eric's return to the thread before doing any further attacks.


attack re-rolled: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21

A 20! That should have been my first roll.


Hako will sheathe his throwing axe and strike the remaining assailant with his orc double axe, but attempt to do nonlethal damage, which means a -4 to hit.
Attack: 1d20 + 5 - 4 ⇒ (1) + 5 - 4 = 2
He rolls a one, so misses miserably. I don't know if there are consequences to critical misses in your game.

By the way, it turns out the double axe takes two hands to wield, even if making just one attack, which is why Hako sheathed his throwing axe, using his move action

Hako's armor class is 16.


Hako's intention is to spend a standard action to intimidate the assailants, if he has the opportunity to do so before they attack. Although Katapesh is pretty lawless, he's learned it's wise for half-orcs to avoid slaughtering humans in public unless it is really clear it was self-defense. If they attack first, he will attack back. Hako does, by the way, walk around in his studded leather.


Hako stands and grasps his orc double axe with his other hand (it can be wielded one or two handed). So, if he makes it to his feet, he stands with a throwing axe in one hand and his orc axe in the other. All 6 foot 6 of ritually scarred half-orc-edness. Loud enough that others around can hear, he declares: "I don't know what your business is young humans, but this is not a fight you want to bring on yourselves."
intimidate 1d20 + 4 ⇒ (12) + 4 = 16
initiative 1d20 + 5 ⇒ (5) + 5 = 10


In one movement, Hako grasps one of the throwing axes hung at his waist and turns to face the shadowy figures -- not so dramatically so as to look foolish if the figures are nothing sinister, but fast enough to take effective action.


"Don't worry about me, Awrl. I know well the scum of the sea, and I didn't survive this long by letting what few opportunities have come my way slip through my fingers. As you know, the orc don't much coddle their young, and the likes of us got coddled much less." Subtly gesturing towards Tsi, "Not like them elves that hang onto their mama's teats until the age of 25."

for good measure, perception 1d20 + 5 ⇒ (20) + 5 = 25
Woo Hoo! Look at that roll! Of course, there may not be much to spot right now...


Jerkal's homebrew. No dead rat in it this time.


Who's Kanthuun? Isn't it Tsi who's accompanying Ebon to Jerkal's?

Hako and Awrl are following at medium distance. Tsi expects to see Hako at the bar, and two half-orcs don't make the sneakiest pair. As he walks, Hako imagines the taste of Jerkal's ale on his tongue, and he wonders about this elf (or half-elf? Hako hasn't had a lot of experience with either type). Tsi looks so puny, but he handled the portside attempted mugging deftly and with confidence. Hako thinks there may be something to gain from further observation, if nothing else to size him up in case he and Eron decide to double-cross Ruriel.

Hako's stealth roll: 1d20 + 2 ⇒ (4) + 2 = 6

Hako is lost in thought and stumbles into the streetside display of a pots and pan vendor...


Yaargh! Hako is here, alias of that puny Voomer.