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Since everyone is submitting ranged characters, I have re-skinned my inquisitor as a ranged combatant. Here he is buffed with barkskin, Keen Edge, and heroism (2+ hour buffs):

Ranged inquisitor:

Malugor
Half-orc inquisitor of Desna 14
CG Medium humanoid (human, orc)
Init +11; Senses darkvision 60 ft.; Perception +23
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Defense
--------------------
AC 33, touch 17, flat-footed 26 (+9 armor, +7 Dex, +5 natural, +2 shield)
hp 143 (14d8+70)
Fort +20, Ref +18, Will +20
Defensive Abilities stalwart
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Offense
--------------------
Speed 40 ft.
Melee mwk falchion +18/+13 (2d4+8/18-20)
Ranged +3 adaptive holy impervious composite longbow +22/+22/+17 (1d8+17/×3 plus 2d6 vs. evil/19-20)
Special Attacks exploit weakness, greater bane (14 rounds/day), judgment 5/day (2 simultaneous)
Domain Spell-Like Abilities (CL 14th; concentration +18)
. . At will—dimensional hop (140 feet/day)
Inquisitor Spell-Like Abilities (CL 14th; concentration +18)
. . At will—detect alignment, discern lies (14 rounds/day)
Inquisitor Spells Known (CL 14th; concentration +18)
. . 5th (2/day)—litany of vengeance, righteous might, true seeing
. . 4th (5/day)—death ward, divine power, freedom of movement, named bullet
. . 3rd (5/day)—cure serious wounds, heroism, keen edge, greater magic weapon, greater shield of fortification
. . 2nd (6/day)—acute senses (DC 16), cure moderate wounds, invisibility, resist energy, lesser restoration, see invisibility
. . 1st (6/day)—cure light wounds, deadeye's lore, divine favor, expeditious retreat, remove fear, shield of faith
. . 0 (at will)—create water, detect magic, detect poison, sift, stabilize, virtue
. . Domain Travel
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Statistics
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Str 14, Dex 24, Con 19, Int 9, Wis 18, Cha 7
Base Atk +10; CMB +17; CMD 29
Feats Clustered Shots[UC], Deadly Aim, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Traits dangerously curious, fate's favored
Skills Acrobatics +7 (+11 to jump), Appraise +1, Bluff +0, Climb +2, Diplomacy +0, Disguise +0, Escape Artist +7, Fly +7, Heal +12, Intimidate +11, Knowledge (religion) +7, Perception +23, Ride +7, Sense Motive +25, Spellcraft +17, Stealth +17, Survival +13, Swim +2, Use Magic Device +18; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ agile feet (7/day), determination, monster lore +4, orc blood, stern gaze +7, track +7
Combat Gear extend metamagic rod (lesser), wand of barkskin (CL 12th, 15 charges), wand of bull's strength (CL 10th, 20 charges), wand of gravity bow (CL 10th, 20 charges); Other Gear celestial armor, +3 adaptive holy impervious composite longbow, arrows (60), mwk falchion, belt of physical might +4 (Dex, Con), cloak of resistance +3, efficient quiver, handy haversack, headband of inspired wisdom +4, ring of force shield, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), holy text, manacles, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Desna, 150 gp
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Special Abilities
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Agile Feet (7/day) (Su) For 1 rd, you ignore difficult terrain.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Determination (5/day) (Ex) Free, may reroll attack/force foe hitting ally to reroll/gain +4 AC for 1 attack.
Dimensional Hop (28 5-ft inc/day) (Sp) As a move action, teleport with no AoO to seen destination. Spend an equal distance to carry others.
Discern Lies (14 rounds/day) (Sp) Discern Lies at will
Exploit Weakness (Ex) With a crit, ignore DR, suppress Regen, and take advantage of vulnerability.
Greater Bane (+2 / 4d6, 14 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Inquisitor Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Second Judgment (5/day) (Su) Variable bonuses increase as the combat continues.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Stern Gaze +7 (Ex) +7 to Sense Motive and Intimidate.
Track +7 Add the listed bonus to survival checks made to track.

This is without shield of faith, which boosts his AC to 37 and lasts 21 minutes with Rod or Gravity Bow or whole bunch of other minute/level buffs or Greater Bane which adds +2 hit/damage and +4d6 per arrow.


If the party is not dead set on a ranged, here is my charging inquisitor of Gorum. Please note this is the unbuffed non-raging version. He can synch well with the dwarf fighter and buffed and raging, he can deal 40-50s damage and more with greater bane in effect; he can demoralize and shake enemies, which spellcasters will enjoy with -2 saves. With stalwart and evasion, he is built to survive and he is a spellcaster as well. On Vital strike hits, he can neutralize casters as his damage is considered continuous for purposes of concentration checks. So think about it. :) I will build a backstory if players are interested. For full disclosure, I have played this AP on the boards as a cleric so would like to be more in the action this time and I am sure all GMs change things around. I will not use any OOC knowledge. If that disqualifies me, oh well.

inquisitor:
Malogur
Male half-orc inquisitor of Gorum 14
CN Medium humanoid (human, orc)
Init +9; Senses darkvision 60 ft.; Perception +22
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 16 (+6 armor, +4 Dex)
hp 115 (14d8+42)
Fort +16, Ref +13, Will +19
Defensive Abilities evasion, stalwart
--------------------
Offense
--------------------
Speed 30 ft.
Melee +2 cruel adamantine greatsword +18/+13 (2d6+11/19-20)
Ranged composite longbow +14/+9 (1d8+4/×3)
Special Attacks exploit weakness, greater bane (14 rounds/day), greater rage (15 rounds/day), judgment 5/day (2 simultaneous)
Inquisitor Spell-Like Abilities (CL 14th; concentration +19)
. . At will—detect alignment, discern lies (14 rounds/day)
Inquisitor Spells Known (CL 14th; concentration +19)
. . 5th (3/day)—litany of vengeance, righteous might, spell resistance
. . 4th (5/day)—cure critical wounds, death ward, freedom of movement, stoneskin
. . 3rd (5/day)—burst of speed, dispel magic, heroism, lead blades, greater shield of fortification
. . 2nd (6/day)—blistering invective (DC 17), cure moderate wounds, flames of the faithful (DC 17), inheritor's smite, resist energy, lesser restoration
. . 1st (7/day)—bless, cure light wounds, divine favor, expeditious retreat, remove fear, shield of faith
. . 0 (at will)—acid splash, create water, detect magic, guidance, light, stabilize
. . Domain Anger inquisition
--------------------
Statistics
--------------------
Str 22, Dex 18, Con 14, Int 8, Wis 20, Cha 10
Base Atk +10; CMB +13; CMD 30
Feats Amplified Rage, Cleave, Cornugon Smash, Divine Fighting Technique (Gorum's Swordsmanship), Furious Focus, Horde Charge, Instant Judgment, Outflank, Power Attack, Precise Strike, Vital Strike
Traits dangerously curious, fate's favored
Skills Intimidate +26, Knowledge (religion) +9, Perception +22, Sense Motive +29, Survival +15, Use Magic Device +18; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ hateful retort, monster lore +5, orc blood, solo tactics, stern gaze +7, track +7
Combat Gear extend metamagic rod (lesser), wand of barkskin (CL 12th, 23 charges), bladeguard; Other Gear mithral agile breastplate, +2 cruel adamantine greatsword, composite longbow (+4 Str), belt of physical might +4 (Str, Dex), cloak of resistance +3, handy haversack, headband of inspired wisdom +4, ring of evasion, ring of force shield, bedroll, belt pouch, candle (10), diamond dust (worth 250 gp) (4), flint and steel, hemp rope (50 ft.), holy text, manacles, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), true seeing component (worth 250 gp) (4), waterskin, wooden holy symbol of Gorum, 1,131 gp
--------------------
Special Abilities
--------------------
Amplified Rage +4 to rage attr bonus adj to or flanking with ally with same feat.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (14 rounds/day) (Sp) Discern Lies at will
Divine Fighting Technique (Gorum's Swordsmanship, Advanced) You may apply Vital Strike to greatsword at end of a charge. When you use Vital Strike, Improved Vital Strike, or Greater Vital Strike with a greatsword, the damage counts as continuous damage from an injury for the purpose of determining whether a target must attempt a concentration check to cast spells.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Exploit Weakness (Ex) With a crit, ignore DR, suppress Regen, and take advantage of vulnerability.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Greater Bane (+2 / 4d6, 14 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Hateful Retort (1/day) (Ex) Immediate, when hit make a melee attack vs. the one who hit you.
Horde Charge +2 to charge att and dam if charge same rd as an ally with this feat.
Inquisitor Domain (Anger Inquisition)

Granted Powers: Holy (or unholy) rage, granted by your patron deity, ensures that when you fight, the battle ends with a bloody victory.

Divine Rage: At 6th level, you gain the ability to rage.
Instant Judgment May pronounce or change a judgment as an immediate action
Monster Lore +5 (Ex) +5 to Knowledge checks when identifying the weaknessess of creatures.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Rage (15 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Second Judgment (5/day) (Su) Variable bonuses increase as the combat continues.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stalwart (Ex) If you succeed at a Fort or Will save for reduced effect, you take none instead.
Stern Gaze +7 (Ex) +7 to Sense Motive and Intimidate.
Track +7 Add the listed bonus to survival checks made to track.
Vital Strike Standard action: x2 weapon damage dice.

Judgments:
Destruction: +5 (damage)
Healing +5 (Fast healing)
Piercing: +10 (SR)
Energy Resistance: 10
Smiting: Magic, Chaotic, Adamantine
Resiliency: DR 3/lawful
Purity: +3 (Saves)
Protection: +3 (AC)
Justice: +3 (attack)


Sorry about that, the Labor Day weekend wore me out. I'm back!

ROUND 1:

Delweir's bolt wounds the imp, but she pulls it out, and you see the wound heal immediately. She snarls at the party and breathes a hail of ice shards at Vesna. She then flies up to Vesna to engage her with her claws next round. The bridge does not look like it can take too many more ice shard blasts.
DC 13 Reflex save or take 1d4 ⇒ 3 cold damage.

Rest of party is up!


Perception checks:
Delweir: 1d20 ⇒ 18
Kharia: 1d20 + 3 ⇒ (19) + 3 = 22
Marek: 1d20 + 5 ⇒ (12) + 5 = 17
Merick: 1d20 + 1 ⇒ (1) + 1 = 2
Vesna: 1d20 - 1 ⇒ (12) - 1 = 11

Vesna sees a tree on the other side of the gorge where she can tie the rope. She proceeds slowly across the bridge, moving 5' per round, as any faster movement would risk her falling. The howling wind and snow pick up but Vesna is not bothered too much by the cold. The rest of the party finds it difficult to see much and wait for Vesna's deliberate attempt to cross the bridge.

As Vesna reaches the middle, she hears a crackly voice, "Oh my dear, you really shouldn't have come out here! Izoze will make sure you die a quick death!" The voice is followed by a cackle, as Vesna looks up and sees a small blue-skinned female creature with white hair flying near her over the gorge, with thin, leathery wings, small horns, and a mischievous smile.

Initiative:
Izoze: 1d20 + 6 ⇒ (13) + 6 = 19
Delweir: 1d20 + 5 ⇒ (16) + 5 = 21
Kharia: 1d20 + 2 ⇒ (18) + 2 = 20
Marek: 1d20 + 5 ⇒ (6) + 5 = 11
Merick: 1d20 + 1 ⇒ (11) + 1 = 12
Vesna: 1d20 + 2 ⇒ (2) + 2 = 4

Kharia and Delweir are up!
Combat Map


Sorry for delay: hectic week. Correct, Marek. The town is willing to buy all your items so just complete your shopping in the OOC thread.

Supplies all refreshed, the party heads out back into the cold wilderness. Marek remembers the way and all the previous traps have been set off or disarmed so 6 hours later, you reach the lodge again. You warm up a few minutes inside before proceeding west. A few hundred feet west you see that a bridge made of rope and wooden planks spans a narrow ravine. It’s already covered in ice and snow, and it sways alarmingly in the icy winds blowing through the gorge. The turbulent waters of a fast-moving creek surge through a couple of waterfalls far below.

This 30-foot-long rope bridge spans Timber Creek, which runs through the Red Run Gorge 50 feet below.


Yes, Kakra, you and Martek received your share (100 gp) on your first night back.

Yuln, through struggled breaths, says, "Aye, Merick see that you do and strike them down in my name, brother of the North!"

Lady Argentea chides Yuln for exciting himself. "Good, my heroes. Please go out and save Heldren from this unnatural winter."

Post any purchases you make in the Discussion thread. Cold weather outfits have been scrounged together and are available. Let me know anything else you wish to do in town or on the road or we can fast forward to the lodge.


I've been enjoying the rp but going to move game along.

Vulgren quietly calms down when he sees the heroes step up and volunteer to help out. "I'm sorry, just worried about ma kin, dat's all." He goes home, a little tipsy. The night passes, with the new strangers getting acquainted with Marek and Vesna.

The next morning, the dwarf, the paladin, and the female sorcerer have departed on personal matters. You all meet first thing in the morn with Lady Argentea, who has been watching over the still sorely wounded Yuln. "Greeting my rescuers and your new traveling companions. You will need all the help you can find. There were more than bandits involved in my kidnapping. They were assisted by winter fey and a blue female ice mephit known as Izoze. Rohkar was just a bandit leader but I overhead them talking that they reported to another, their true leader, Teb Knotten, a cruel sadistic creature. They aim to bring about an eternal winter! From what I gathered they are conducting some magic ritual or such in the center of the Border Wood, west of the lodge. Now that you have rested, I urge you to go there at once and stop this foul ritual. The council leaders of Heldren are in agreement that you should all stop this. I know it's a huge responsibility. Will you accept?"

Yuln, still confined to his bed, reaches for his MW cold iron longsword and offers it to Merick. "You're going to need this against those blasted fey!"


One of the inn's patrons marches up to Vesna, a middle-aged man of 40 years and a little drunk. He's careful not to get too close on account of Merick's size, and yells, "Yer light show was pretty, lady, but we're all here, trying to wonder when this damn cold is gonna end! Isn't that right? Maybe you two northerners don't mind the chilling wind in the middle of the summer, but the rest of us do. We got crops that need to be planted and there ain't nothing gonna grow in this weather!" He has the inn's attention, as everyone has shut up to listen to the patron. The innkeeper yells out, "Calm down, Vulgren." But Vulgren continues, pointing at Marek and Vesna. "You two been out there, and I hears you saved the noblewoman. That's great! But what of the rest of us?? Just because we ain't got her coins don't mean our problems don't mean as much! Please! I got a wife and 2 kids to support and my farm is my livelihood. When is this winter going to end?"


With Marek in the lead, the party makes it uneventfully back to Heldren with Lady Argentea, arriving in the night. Members of the town council congratulate the party on their efforts. Lady Argentea makes arrangements for the party to be paid 500 gp (100 each) for your bravery. She then heads to see Yuln Oerstag. The party follows and Exiel returns the northern warrior's sword. After the party receives their congratulations, Lady Argentea tells you she needs to take care of political matters and that she will meet with you first thing in the morning to relate to you the information she knows. She recommends that you go spend one last warm night in Heldren partying, as it may be your last warm night in a while. With those ominous words, she leaves you till the morning.

The party disperses, each going their separate ways and promising to meet in the morning. Marek heads to the tavern (with Vesna?) and draws much attention from the locals, with drinks toasted in his honor. Many of Heldren's commoners bombard the 2 party members with questions about the cooling temperatures, the snow, how long this unnatural winter will last, about the future of their crops, and tens of other questions the party has no answers to.

The three new PCs are there. The rumors among the tavern are that a band of five adventurers ventured into the Border Wood, a land overcome by winter in mid-summer and rescued a noblewoman. If you wish to interact with them, you may. If not, we can fast forward till next day.


Kharia, you are in. Follow link above to Discussion thread. Thank you to all who applied.


Lady Argentea happily and graciously accepts Vesna's healing. "I do have information for you, some plans I overheard. But I would feel more comfortable sharing the news when I am back in the safety of Heldren."

The party searches the rest of the lodge but no more threats, not even the mentioned Izoze can be found. You lead the noblewoman back to Heldren. She is quiet through the trip, wrapping herself in her cloak to keep warm. It is clear she is trying to maintain some dignity.


Hey Delweir! You're in. You too Merick. You can report to discussion thread. Link

Looking for one more (healer-ish would help).

Party now consists of:
Ranger
Oracle
Wizard
Fighter


Hey all, I am opening this recruitment back up. We lost 3 players, mainly due to my absence, but I am back and I want to pick this up again.
The game is early still; the players have just saved the noblewoman from the bandits in the lodge.

Party consists of 1st level characters: human oracle and human ranger, set to level up pretty soon.

Recruitment rules reposted:

15 pt buy
All Paizo classes open (except summoner) (just depends on your creativity)
No evil
Average starting wealth (you start for free with a Pathfinder kit for your class or the equivalent)
2 traits (1 from Player's Guide)

Any questions, let me know.


Lady Argentea

The disheveled noblewoman stands to attention, trying not to let her surroundings affect her noble status. "I am Lady Argentea Masse and from what I hear, Yuln has done well to inform you of my...situation. I thank thee all for my rescue. Is he well? Alive?" She aches to stand up and you can see she still has some open wounds, which have veen bandaged. "I will assume you have dealt with my captors. I hope they died painfully for assaulting and kidnapping a Taldan. Well, if you could fetch me some warm clothes, I'd reckon I'm going to have to march home in this foul weather. Speaking of that, there's a larger threat you hero types may be interested in. During my time in captivity, I heard there were extremely dangerous winter creatures at the center of the unseasonable weather with whom these bandits were allied. There's a blue female ice mephit known as Izoze. She was leading the fey when my carriage was ambushed. She should be around here. I also heard mention of another, one I've never seen: a leader, Teb Knotten. So it appears you still have work to do." She pauses, "Oh and I'm assuming you will want a reward. As soon as I am back in town, I will make arrangements so you are all rewarded handsomely. Anything else before I leave?" Lady Argentea grimaces in pain, as she struggles to walk.


Cloak of Yeti:
This heavy cloak is crafted from shaggy white yeti fur. When the cloak’s hood is pulled up over the wearer’s head, it takes on a semblance of its arctic namesake’s fearsome visage. Northern warriors value its ability to ward against the chill of winter, as well as the protection it provides in combat. The cloak of the yeti provides a constant endure elements effect in cold weather (it has no effect in hot weather). In battle, the cloak wraps around the wearer, granting a +1 natural armor bonus. In addition, with the hood drawn over the wearer’s head, the cloak grants a +2 competence bonus on Intimidate skill checks.

The sprite curses his luck when you decide not to free him. "The winter?! It's going to get colder and colder until it becomes eternal and all you weak races die and we fey rule!" Vrixx then unloads a litany of curses at the party, which you promptly ignore.

You go back downstairs and following Exiel's hunch of a cellar, you search more carefully, until Marek notes a locked cellar door concealed under the bear rug. Pushing the rug aside, you unlock it with Rokhar's keys and proceed downward. A half-dozen boxes and barrels take up the majority of this underground cellar. A rough blanket lies spread on the floor in the southeast corner next to a bowl of half-eaten food. Sitting on the blanket is a beautiful female with a stained face and several blood-soaked bandages, garbed in what was once a quite expensive dress but is now torn. She's blocking the party's light from her eyes, which have been accustomed to the darkness. "My mind has not changed! I will pay nothing, you scum! I don't care what you threaten me with."


The sprite seems to calm at Vesna's honeyed tone. "Yeah, the noblewoman, I heard of her. Rohkar, who trapped me here, said he kept her below, whatever that means. He wanted to dissect me, find out what makes me tick. Glad he is dead." Vrizz spits again. "Now, you going to let me out?!" His tone is getting anxious and loud.


The venom in the fey's eyes is clear, as he hears Marek's words. "You will not address me, fey-hater! I hope to find you one day bound and tortured by my kind, sticking sharp needles in all your orifices!"


It is definitely a sprite, not a mephit.

Aurora's Detect Magic spell detects arcane auras in the storeroom but she cannot pinpoint where. I assume Marek then takes 20 on a Perception check... and he finds the following hidden in the storeroom:

Three scrolls of lesser animate dead (2 HD)
2 more doses of greenblood oil
Small lockbox containing 25 pp, 150 gp, 180 sp, and a blue quartz “ice diamond” (worth 100 gp)
Three oils of magic weapon
10 flasks of alchemist’s fire

Meanwhile..

The sprite spits at the dead body when he sees Rokhar's corpse. "Good riddance! I am Vrixx and you should release me. I pose no danger to you."

When he sees you find the "ice diamond", Vrixx screams out, "That is mine! Give it back to me or you will suff..er, I mean, I am the rightful owner and my property should be given back to me. You're not thieves, are you?"


You open the door and see dozens of small boxes, bottles, and papers fill this musty storeroom. A small iron cage sits on the top shelf, emanating a flickering light like that of a candle. Inside the cage, you see an imprisoned sprite languishing, his glow seemingly dimming as the seconds pass. "Wait, you're not Rokhar! More of his flunkies? Let me out, let me out!", it cries out. The cage is locked.


The skeleton collapses in a burst of flame at Martok's touch! Combat over!

On the dead leader, you find: greenblood oil (1), oil of taggit (2); mwk studded leather, dagger, light crossbow with 10 bolts, mwk short sword,
magical cloak, mwk thieves’ tools, ring of keys, spellbook (contains alarm, chill touch, expeditious retreat, feather fall, identify, locate object, and ray of enfeeblement), wooden unholy symbol of Norgorber, 15 gp


Sorry for the delay. Your attack was not a miss, Exiel; it was just I was waiting to see if Vesna healed you as something happens that interrupts your attack.

As Exiel raises his sword to strike at the skeleton, an aura of frost overcomes him, chilling his skin and dulling his senses, as he collapses on the bar, his sword clanging on the floor!

Damage: 1d6 ⇒ 3
Sorry, frost aura damages anyone who starts their round adjacent to creature. You drop to -3 but stabilize.

@Aurora: Undead are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), so the Slow effect does not affect it.

The skeleton shrugs off the ray and marches around the bar to claw at Aurora but misses poorly!

Attack: 1d20 + 2 ⇒ (3) + 2 = 5

Updated Combat Map

Rest of party is up.


Martok's fire and Martek's bow shatter the northernmost skeleton to bits!

Waiting for Vesna's action, if any.


Burning Hands does 1d4 ⇒ 4 damage. Same. In the future, please put save DCs for your spells in your post when you cast them.

Skeleton save: 1d20 + 2 ⇒ (7) + 2 = 9...fails!

Marek, Exiel, Vesna, and Aurora are up.

Combat Map


Exiel, I made several edits to above post. Please explain 13 damage.

EDIT: Ah, the frost damage on the sword from Aurora's spell. Figured it out on my own. Got it! No need to explain. The cleric is down and you are disabled. Martok is up.


I like the creativity Exiel!

EDIT: EXIEL Explain why 1d6 + 1d8 damage? You do not have sneak attack.

Martek's arrow strikes true, wounding the cleric deeply! Then the paladin rushes past the flat-footed skeletons, jumps on the bar, and strikes a blow at the cleric, plunging his sword into his chest. Rokhar collapses to the floor!

Round 1: Enemies!
The skeletons follow their master's last order and attack the nearest enemy, Exiel!

The one on the left full moves 5' and attacks the paladin with his claws, shredding Exiel's thighs and ripping flesh, leaving the paladin woozy!
Attack: 1d20 + 2 ⇒ (17) + 2 = 19
Attack: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 2d4 + 4 ⇒ (2, 4) + 4 = 10

The other skeleton moves around the bar and attacks Exiel as well with one claw but misses!
Attack: 1d20 + 2 ⇒ (10) + 2 = 12

Exiel is disabled. Martok is up.

Updated Map


Exiel leads the party upstairs and kicks open the door!

Inside, an L-shaped table with many chairs takes up most of the floor space in this loft. A second smaller table sits near the entrance, and several windows look over the snowy grounds of the lodge. In the southwest corner, a large map hangs on the wall, opposite another door in the northeast wall.

Two skeletons, an aura of cold, stand guard to attack you as soon as you enter! On the other side of the room stands a human male in his early 30s, a short sword in hand, with a smile on his face. "You will pay for killing my bandits! Kill them, my servants, in honor of Norgorber!"

Rohkar

Combat Map

Initiative:
Rohkar: 1d20 + 2 ⇒ (6) + 2 = 8
Skeletons: 1d20 + 6 ⇒ (3) + 6 = 9
Aurora: 1d20 + 6 ⇒ (9) + 6 = 15
Exiel: 1d20 + 4 ⇒ (16) + 4 = 20
Marek: 1d20 + 5 ⇒ (20) + 5 = 25
Martok: 1d20 ⇒ 4
Vesna: 1d20 + 2 ⇒ (17) + 2 = 19

Everyone except Martok is up!


Marek finds no traps on door and hears two male voices and odd chanting from one of them (perhaps magical?) but it sounds like gibberish to him...since he has no ranks in Spellcraft. He relays this information to the rest of the party.


Stealthy as a cat, Marek moves up to the 2nd floor, where he sees a closed door at the end of the hallway.

Map

Now what?


The party moves to the North door and kicks it open. A bed and a chest sit across one another in this small room. A door exits to the west and a window looks out on the north side of the lodge. The chest is locked.
Since, I believe no one has DD, I'll assume you will leave the chests for later.

You head through the west door, where you see a sturdy bed heaped with blankets sits near the only window, and a large maple chest occupies the SW corner. A door to the south most likely leads to the main room and a door leads west.

You head west and find a small room with a single rumpled bed and a door to the south.

You head back into the main room, where a bearskin rug dominates the floor of this trophy area and the heads of several deer have been mounted on the walls. Doors lead to the north and south.

You head north and find the kitchen, a pot of soup simmering on the fire.

You head south and find a corner bedroom.

Glass double doors to the SW lead to a porch and back outside, where you see a rope bridge in the distance and a building to the south.

Head outside or upstairs? Marching order please, either way.

Updated Map


Jack Daniels 519 wrote:

Aurora sprints across room and casts Color Spray and two bandits fall unconscious!

Bandit in B3: 1d20
Bandit in B2: 1d20
Bandit in A3: 1d20
Bandit in B1: 1d20

EDIT: These bandits are sickened so -2 on saves, so they all fall unconscious at the sight of the pretty ice crystals!


.Exiel. wrote:
Assuming the tables and chairs are not fixed to the floor, can Exiel move into square C3, treating that square as difficult terrain? If not, can he get into square C2 by bull-rushing the chair into the face of the rogue in B2?

Yes, you can reach C3 with a move action.


Aurora sprints across room and casts Color Spray and two bandits fall unconscious!

Bandit in B3: 1d20 ⇒ 9
Bandit in B2: 1d20 ⇒ 16
Bandit in A3: 1d20 ⇒ 2
Bandit in B1: 1d20 ⇒ 15


Map of room

Two of the bandits are using the center table for cover; one of them is using an overturned bed; and the last is using a trunk for cover. All of them have bows in their hands. Party is up!


Vesna's spell goes off, as Marek opens the door.

Initiative:
Bandits: 1d20 + 1 ⇒ (11) + 1 = 12
Aurora: 1d20 + 6 ⇒ (13) + 6 = 19
Exiel: 1d20 + 4 ⇒ (9) + 4 = 13
Marek: 1d20 + 5 ⇒ (16) + 5 = 21
Martok: 1d20 ⇒ 20
Vesna: 1d20 + 2 ⇒ (19) + 2 = 21
Wow, what rolls! Bandits go last. I will have map up later tonight, if any of you step into sight of the doorway.


Sure.


Anybody opening door? Since you have readied actions and they have readied actions, we will follow with Initiative and take it from there.


Thanks. Well, that armor gives -4 ACP for a total of -3 ACP with Exiel's Dex. So the bandits are aware of you as well.


Marek hears movement and subtle noises, including a sneeze, behind the door to the South, perhaps 3-4 men maybe 20 feet behind the door. Exiel, are you wearing studded leather armor? If so, how is your armor +6? If not, explain 19 AC and what armor are you wearing? Amend profile as well.


If a creature's nonlethal damage is equal to his total maximum hit points (not his current hit points), all further nonlethal damage is treated as lethal damage.

Bandits have 7 hps and you took him to -15 with your CDG, so you killed him!


Two rounds later, the sleeping bandits are all dead. As you look inside the lodge, a large table and two benches run the length of this hall, and a twenty-foot-high vaulted ceiling rises into the rafters overhead. To the west, a roaring fireplace provides a welcome heat and light while to the south, a flight of stairs ascends to a wooden balcony overlooking the room. You see a number of closed doors but no other inhabitants. Where to?

Map of room


No, still here. Just had a busy weekend. Will update soon.


CDG is full-round action so next round.


What a bow, Marek! It does 1d20 damage! Wow! :) Please reroll damage!
EDIT: I will roll damage then. 1d8 + 1 ⇒ (3) + 1 = 4

Martek and Vesna's arrows hit the non-sleeping bandit killing him! What do you do about sleeping bandits who are going to be out for the next 9 rounds?

You hear movement from inside the lodge but no one else is coming out. The front door is wide open however.


In the surprise round, the party all waits for Martek's spell to go off.

Initiative rolls:

Bandits: 1d20 + 1 ⇒ (15) + 1 = 16
Aurora: 1d20 + 6 ⇒ (5) + 6 = 11
Exiel: 1d20 + 4 ⇒ (6) + 4 = 10
Marek: 1d20 + 5 ⇒ (7) + 5 = 12
Martok: 1d20 ⇒ 4
Vesna: 1d20 + 2 ⇒ (9) + 2 = 11

Round 1:
Bandits' perception checks: 1d20 ⇒ 16
With the party crouching behind trees, the bandits spot them ("In the trees!") at the tree line and fire their shorbows at them, but they all miss, the arrows striking the trees!
Attack on Exiel: 1d20 + 2 ⇒ (6) + 2 = 8
Attack on Martek: 1d20 + 2 ⇒ (6) + 2 = 8
Attack on Martok: 1d20 + 2 ⇒ (2) + 2 = 4
Attack on Vesna: 1d20 + 2 ⇒ (2) + 2 = 4

Martok's spell goes off and three of the bandits doze off!

1d20 - 1 ⇒ (17) - 1 = 16
1d20 - 1 ⇒ (10) - 1 = 9
1d20 - 1 ⇒ (8) - 1 = 7
1d20 - 1 ⇒ (6) - 1 = 5

Marek's readied shot goes off and then the party!


Martek, you were out of combat so the healing is maxed. I put the party at the edge of the tree line. It is difficult terrain.

A few seconds after the alarm goes off, 4 bandits rush out of the lodge. Party has surprise on them. Standard or move actions only in surprise round. Please reference your attacks by the bandit's halo colors: green, red, blue, or yellow.

Combat Map


Marek sneaks closer to the lodge, while the party watches. To the south, he sees a small shack-like structure, he surmises may be used as an outhouse.

He gets closer to the lodge but unfortunately, he fails to see a tripwire hidden in the snow, that causes a crossbow to shoot at him, embedding the bolt deep in his chest, nearly killing him!

Trap attack: 1d20 + 15 ⇒ (18) + 15 = 33
Damage: 1d8 + 1 ⇒ (8) + 1 = 9

After the shot, the crossbow falls off its perch, dragging a row of pots and pans noisily on the ground. You hear movement and shouts coming from inside the lodge. What do you do?

Updated Map of Lodge


You pick up the trail and continue your bandit hunt. After climbing at least a hundred feet into the hills, the snowy trail finally levels off. In a clearing among the trees, you see a large wooden lodge. Smoke rises from the lodge’s two snow-covered chimneys, and large woodpile is stacked against the outer wall. A small outbuilding stands east of the lodge, and a stone well nearly blanketed by snow is barely recognizable to the north. Martek recalls that a group of rangers known as the High Sentinels, charged with keeping the forests safe from bandits, were said to live in a lodge in the forest. He applied for membership but was refused for being too young.


In a slew of bolts and arrow, the two remaining bandits die, their screams drowned out by the piercing frosty wind! Combat over.

On the bandits, you detect no magic and find padded armor, buckler, short sword, shortbow with 20 arrows, 8 gp, 5 sp on each.


Hope you all had a good weekend.

The bandits' argument ends, as with surprise, Exiel and Vesna's crossbow shots kill one of the bandits, while Aurora's shot wounds another in the shoulder. With fear in their eyes, the bandits raise their bows, their eyes darting to the sides, looking for an escape.

Initiative:

Aurora: 1d20 + 6 ⇒ (18) + 6 = 24
Exiel: 1d20 + 4 ⇒ (2) + 4 = 6
Marek: 1d20 + 5 ⇒ (16) + 5 = 21
Martok: 1d20 ⇒ 20
Vesna: 1d20 + 2 ⇒ (13) + 2 = 15
Bandits: 1d20 + 1 ⇒ (4) + 1 = 5

Initiative:
Party goes before bandits!

Combat Map


Exiel Stealth +0
Martok Stealth -3
Aurora +2
Vesna +1
Stealth roll for party: 1d20 ⇒ 17

The party as a group moves 10' up the hill without alerting the bandits.

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