N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock does his best to prove his prowess, going through a few practice motions. intimidate Manglefang: 1d20 + 9 ⇒ (7) + 9 = 16
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock is getting angry at the wyrm. With a show of strength he pulverizes a rock. "Ltr thn." He stalks away with a derisive snort over his shoulder. "Cwrd!"
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
"Oh, dear!" mutters Bruce. "Mr. Dragon, sir," he calls out, "Hancock here would like to challenge you to honorable combat. Do dragons do honorable combat? I would prefer you not eat my boss, so how about until one of you passes out?" Naturally Hancock frowns at his hireling's lack of confidence in him.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
"Wanna fut?" he asks Manglefang, unlimbering his maul and waving the fellow forward encouragingly.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Lindevaile Tindome wrote: OK let's start by getting everyone's attention. Who do you target? Depending on your training, you may not be able to affect all of them, much less the PCs.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock is ready to do battle! He hops the fence and fiercely approaches the linnorms. He really, REALLY wants to fight one, but he does remember how tough they can be having encountered one before. Though that was a pair of drakes chained up in a bath house, so maybe not the same thing. Still... "Waddya doin. Dnt fm shp!" he yells at them.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock perks up at the mention of picking fights and is first in line to the farm. Bruce tarries behind, almost pretending to not be part of the group.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
I figure that multiple rolls have a better effect than aids, unless your skill is low. So I rolled for Hancock/Bruce independently.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock will purchase appropriate clothing at Halgrim after the tedious boat trip, during which he paces impatiently. Though Hancock does not have much to offer in the areas of social interactions, his aid, Bruce, sets to chatting up the locals and scoping out pretty young things. Eventually he always gets around to the same questions. gather information: 1d20 + 12 ⇒ (14) + 12 = 26 "So, what's up with these wyrms? Wxctly what kind of mischief are they into and where?"
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock passes on his information about the crag linnorms. He eyes the goblin with suspicion. Even if they HAVE joined the society and behave themselves most of the time, it is hard to set aside racial... issues. And a lone goblin? Where are the others? Hancock also starts looking around for trouble.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock has a +10 arcana, but it IS untrained. I know it is something that can be done untrained but I do not know it that affects the results. Please make the secret roll.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock mutters something almost indiscernable. "Whakin spit?".
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
TechnoDM B wrote: Bjersig says, "They are... Teenagers!" Hancock gives her a confused look as if to say "So what?".
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Endra Densinri wrote: Oh, I guess that means Endra needs to pick a mentor boon or two. Magical mentor was offered up. Any others?
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
None here.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock has Rugged Mentor for any level 5s (+2 instead of +1 to saves with your level bump[). He is taking 2x moderate healing potion as his provisions.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
done
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
GM Tiger wrote: Hancock? :) Yep. Took him to a ftf con and played him in every scenario I could and he shot up two levels.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
perception: 1d20 + 11 ⇒ (17) + 11 = 28 Sniffing the books and touching the ones that smell odd, Hancock gores through the library and picks a few out muttering "Smlsodd". Searching desk he finds a nice ring that he plops on top of it. I left the discovery of the letters for Ahzeem or someone else to reveal and I left it for someone with detect magic to inform us why the books smell odd.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock thumps him again. There, problem solved.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
No, Hancock did not heal the possessed guy. Yea, my vote is to search the final room. Hate losing treasure bundles.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock has Ward Medic, continual recovery, and assurance which will allow him to do 6 auto success expert treat wounds in an hour on two PCs at the same time, totaling 12 auto successes. Combined with the Battle Medicine from Flory that gives us... Hancock 8/106
Folmyr 54/81
Ahzeem 25/48
Flory 24/32
Swayaah 15/53
Nice, huh!
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock seems a bit surprised/disappointed to still be alive, but ne gets over it quickly with a shrug. Then he gets busy healing folks before anyone moves on. Except Jaxon. Best to leave him as is. Once everyone is healed he mumbles,
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Depends on whether the thing hops from Jason to someone else. Not sure how the spell works or if it can do it multiple times.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock decides it would be better to just pummel Jaxon. The whold grappling thing does not seem to be all that effective. 4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save 4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save If that does not work he goes ahead and attempts the grapple.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
legal lore downtime: 1d20 + 10 ⇒ (1) + 10 = 11 I think Ahzeem and Hancock just went partying instead, to celebrate surviving, at the encouragement of Bruce. We both had crit fails and that seems like a good excuse.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock is a little tired but he does his best to take Red out. 4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save 4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save 4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
GM Tiger wrote: Hancock's first shot reduces Pink's head to jam. He then moves up to the others and strikes Jaxon, though with less force. Hancock is rather disappointed that his new opponent falls so quickly. So he rushes up to red (not Jaxon) and pummels him now that the wimp next to him has fallen. Usually he goes after the leader, but it is disconcerting when it is possessing the body of a friend.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
With a grin that looks a lot like a snarl - or is it the other way around? - Hancock goes berserk on the poor fellow proving that it was NOT a good idea to provoke Hancock. 4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save Ooooh! A crit! Prone and off guard for a while if he misses the save. 4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save Ironic that this hit probably does more damage than the crit. 4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save Reactive Strike if needed
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock, on the other hand, seems to be relishing the competition. to hit maul on white: 1d20 + 15 ⇒ (11) + 15 = 26
to hit maul on blue: 1d20 + 15 - 5 ⇒ (13) + 15 - 5 = 23
to hit maul on Pink: 1d20 + 15 - 10 ⇒ (14) + 15 - 10 = 19
Targets are assuming that white and blue go down when hit.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Sooo close.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Yea, that would have been bad, but he does have a 25% chance to make the save and a boon that would end it if he does. Folmyr would have been bad too though she is pretty beat up and barely hanging on.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
GM Tiger wrote:
Good thing Hancock's weapon has ghost touch. Then again it might never appear again.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Yellow going down is huge. I feel like we have a good chance now. Hopefully blue goes down too.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Due to yellow being taken out, Hancock shifts his attention to blue, trying to avoid being flanked by standing in the corner. If he goes down with the first blow, Hancock will use his healer's gloves to heal 2d6 + 7 ⇒ (3, 5) + 7 = 15
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
It is not looking good, is it. These guys are hard hitters, got damage resistance, and numerous. Not a good combo. I've really been wondering about the balance here.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock will thwap yellow and step into the corner, tired of being flanked. Unfortunately he does not have a decent weapon that does anything other than blunt damage. These are worthy opponents. I will be honored to fall to them.
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save 4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save Reactive Strike if called for
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
@GM Tiger
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Does Jaxon need to make two saves? Daze and Possession?
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
GM Tiger wrote: Just think what would have happened if the target had been Hancock... :) Bad idea! Bad!
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Yes. Saw your post in Cottonseed and responded there too.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock tries to pin yellow in the corner a shove then advances to sandwich blue and, of course, smacks yellow a couple of times. Or at least tries. athletics to shove with maul: 1d20 + 14 ⇒ (12) + 14 = 26 vs. Fort DC 4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save 4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save reactive strike: 4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Speaking of crits, Hancock was healed of his 5 damage by Ahmeer, but he was critted so he should have taken 30, not 15, so I'm thinking he should be at -30, not -20. A lot to keep track of!
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Double ouch. So glad Hancock was out off the area because that is a tough DC.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Regarding...
This the same blast that missed Hancock?
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock straightens up, his slouch gone, as a maniacal grin, eerily similar to the demon's, stretches his face and the rage takes over and he moves into the thick of things. Whoosh, whoosh goes the maul. 4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save 4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save *move
reactive strike on white if he gets a chance. 4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Magenta is good. We are all healed up and ready to move on one way or another.
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
Hancock will take a moment to tend to his wounds, pretty much answering Jaxon's question. treat wounds, assurance, expert: 2d8 + 10 ⇒ (4, 5) + 10 = 19
N/N male dwarf barbarian/8 | Init (Search) +13 | HP: 138/138 (12/12 temp HP raging) | resistances: 4 fire, 2 mental, 1 neg energy, 5 cold | AC: 25 | F/R/W: +19(Juggernaut)/13/14 | Speed: 25' (+5' raging) | Acrobatics +12, Athletics +17, Diplomacy +12, Intimidation +9, Medicine +16, Nature +11, Perception +13, Surv +11, Thievery +12 | Active Conditions: Raging if in combat
reflex: 1d20 + 10 ⇒ (4) + 10 = 14; f1re resistance 3 reduces the damage Hancock loves a cocky enemy. And getting smoked is just part of the fun. Stepping forward, Hancock sees if he can take the guy down. 4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save If the fellow triggers reactive strike...
4 of the damage is force damage; Critical Specialization: The target is knocked prone unless they succeed at a DC 21 Fortitude save
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