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Jaegr "Knock Knock"'s page

678 posts. Alias of David James Olsen.


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Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Jaegr starting to wear down, but sees the creature is wearing down quicker. He continues to wail away at the beast.

Power Attack with Scything Blow: 1d20 + 10 + 2 ⇒ (17) + 10 + 2 = 29 Ignore 2 Points of opponent's Armor+Shield Bonus
Damage: 1d8 + 16 + 2 ⇒ (3) + 16 + 2 = 21

Hp=32/52


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Jaegr continues his assault by pounding away at the creature determined that his lack of imaginative attacks will outdo the creature's.

Power Attack with Scything Blow: 1d20 + 10 + 2 ⇒ (10) + 10 + 2 = 22 Ignore 2 Points of opponent's Armor+Shield Bonus
Damage: 1d8 + 16 + 2 ⇒ (6) + 16 + 2 = 24


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Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Jaegr is confused on what Kelgan is trying to say wjile his mind is clouded, so he shrugs his shoulders and hits the monster.

Power Attack with Scything Blow: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28 Ignore 2 Points of opponent's Armor+Shield Bonus
Damage: 1d8 + 16 + 2 ⇒ (7) + 16 + 2 = 25

Status HP 41/52 Int 5 (Down from 10)


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Will Save: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7

Once again Jaegr is set up to avoid the tricks of his enemies, but is unable to get it together. His thoughts are hard to come by, and tactics fly out of the window as he moves to hit it as hard as he can. At 5 int, will just move and attack this round

Power Attack with Scything Blow: 1d20 + 10 ⇒ (20) + 10 = 30 Ignore 2 Points of opponent's Armor+Shield Bonus
Damage: 1d8 + 16 ⇒ (2) + 16 = 18

Confirm Roll: 1d20 + 10 + 4 ⇒ (4) + 10 + 4 = 18 Ignore 2 Points of opponent's Armor+Shield Bonus
Extra Damage if confirmed: 3d8 + 48 ⇒ (1, 4, 5) + 48 = 58

Status HP 41/52 Int 5 (Down from 10)


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Initiative: 1d20 + 3 ⇒ (4) + 3 = 7

Is this out of the water or are we still in the muck?


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Reflex Save with Evasion: 1d20 + 7 ⇒ (3) + 7 = 10

Despite be ready the worst, Jaegr stands in place and takes the full blast of necrotic energy.

HP 32/52 (Not sure I can breather this)


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

OK, let me handle it, I'll advise standing back after the last time something was booby trapped.

When the rest of the group retreats back a safe distance, Jaegr begins bashing the door down.

Sunder: 1d20 + 11 ⇒ (11) + 11 = 22


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

"My tactic is usually bashing it down and pounding the enemy into submission. Mountain dwarves tend to not be all that subtle."


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Jaegr stares at the corpse as he gathers himself from the battle. "I'm afraid there is worse than this ahead waiting for us. I don't think we should linger too long."

Jaegr will take a breather for 20hp recovered putting him at 51/52


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Jaegr gets even more angry as he continues to get stung. He presses on trying moving to the sounds Wyvurn makes knowing he is pressing the jester. He hopes he aims for the right place this time and uses The Finisher to full effect.

Acrobatics: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15 Ignore first 5 feet of difficult terrain for 3 ranks in Acrobatics and an additional 5 feet for check

Furious Focus Power Attack, Scything Blow, and Crushing Blow and Inspiration: 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31 Ignore 2 Points of opponent's Armor+Shield Bonus and 1/2 Damage if miss and within Armor+Shield Bonus
Confirm Roll: 1d20 + 10 + 2 + 4 ⇒ (16) + 10 + 2 + 4 = 32

Damage: 4d8 + 64 + 8 ⇒ (7, 7, 4, 2) + 64 + 8 = 92

HP 31/52


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Inspired by Wyvurn's move, and not to be outdone in general, Jaegr deftly moves through the water up to where Wyvurn calls out to go and swings away

Acrobatics: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19 Ignore first5 feet of difficult terrain for 3 ranks in Acrobatics and an additional 5 feet for check

Furious Focus Power Attack, Scything Blow, and Crushing Blow and Inspiration: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16 Ignore 2 Points of opponent's Armor+Shield Bonus and 1/2 Damage if miss and within Armor+Shield Bonus

Damage: 1d8 + 16 + 2 ⇒ (4) + 16 + 2 = 22


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)
Wyvurn wrote:

Wyvurn will stop trying to call on magic he does not have and assist Jaegar in finding the clown.

[dice=Acrobatics]1d20 + 10

Ignore first5 feet of difficult terrain for 3 ranks in Acrobatics and an additional 5 feet for check

[dice=Athletics Augmented with Sudden Jump]1d20 + 18

That is more than enough to get me 40' down the hall (my entire movement). If I am out of the fog and can see the clown, I want to attack him either with my sword or with darts if greater than 5'. If not, use scent to try and figure out where he is.

Sigh. At least you figured out you didn't have magic. never thought of that! My Acrobatics [+10 Underground]


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Not sure how big of an area it is down here. If Jaegr doesn't hear him and it is a more open area Jaegr will move as much as he can first to where the jester was, then zig zag movement around to find him start on Jaegr's left (the jester's right). If he accidentally finds him and can swing he will, otherwise he will stop. If it is more like a tunnel he will zig zag down the tunnel.

"No but if the jester is smart he will flee otherwise I will make sure it is over"

Perception to listen for jester: 1d20 + 4 ⇒ (13) + 4 = 17

If Jaegr doesn't hear the jester, he moves to the location where the jester was and then begins to zig zag to try and find him.

In Jaegr somehow gets an attack

Furious Focus Power Attack, Scything Blow, and Crushing Blow and Inspiration: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32 Ignore 2 Points of opponent's Armor+Shield Bonus and 1/2 Damage if miss and within Armor+Shield Bonus
Confirm Furious Focus Power Attack, Scything Blow, and Crushing Blow and Inspiration: 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13 Ignore 2 Points of opponent's Armor+Shield Bonus and 1/2 Damage if miss and within Armor+Shield Bonus
Damage: 1d8 + 16 + 2 ⇒ (6) + 16 + 2 = 24


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Reflex Save (Spell and fire type): 1d20 + 7 + 2 + 2 ⇒ (2) + 7 + 2 + 2 = 13

The knee deep water slows down Jaegr enough for him not to evade the spell. He knows normally it would not have been an issue. The ceramic armor that once was linked to the elemental plane of fire absorbs some of the heat in an attempt to reestablish the link it once had.

8 Fire Damage taken

Jaegr sloshes forward towards the jester, tiring of the game.

Assuming double move to get to him/get closer to him. If I can attack use below, if not there is always next round and new rolls.

HP 44/52

Furious Focus Power Attack, Scything Blow, and Crushing Blow and Inspiratio: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19 Ignore 2 Points of opponent's Armor+Shield Bonus and 1/2 Damage if miss and within Armor+Shield Bonus
Damage: 1d8 + 16 + 2 ⇒ (4) + 16 + 2 = 22


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Will Save vs Blindness: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7

Jaegr will use a grit point as a hero point to re-roll the save

Will Save vs Blindness #2: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20

At first Jaegr's sight clouds over but his stubbornness won't let him succumb to the spell. He growls back at the clown, "You need to do better than that if you want to stop me. I'm from the darkness and it won't affect me."

He moves onto the remaining undead creatures in front of him. (Working to finish one off then move the the next. If somehow they both die, I am pretty sure with the way the water is I cannot take a 5' step)

First Attack

Furious Focus Power Attack, Scything Blow, and Crushing Blow and Inspiration: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16 Ignore 2 Points of opponent's Armor+Shield Bonus and 1/2 Damage if miss and within Armor+Shield Bonus
Damage: 1d8 + 16 + 2 ⇒ (1) + 16 + 2 = 19

Second Attack

Power Attack, Scything Blow, and Crushing Blow and Inspiration: 1d20 + 10 + 2 - 2 ⇒ (3) + 10 + 2 - 2 = 13 Ignore 2 Points of opponent's Armor+Shield Bonus and 1/2 Damage if miss and within Armor+Shield Bonus
Damage: 1d8 + 16 + 2 ⇒ (1) + 16 + 2 = 19


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Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Still around. Just away for the holiday


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Jaegr grumbling under his breath slogs through the mush and takes it out on the nearest ghoul.

Furious Focus Power Attack with Stone Power, Scything Blow, and Crushing Blow: 1d20 + 10 - 2 ⇒ (7) + 10 - 2 = 15 Ignore 2 Points of opponent's Armor+Shield Bonus and 1/2 Damage if miss and within Armor+Shield Bonus
Damage: 1d8 + 16 ⇒ (1) + 16 = 17
Temp HPs: 2d6 ⇒ (3, 5) = 8


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Witht he difficult terrain my movement would be 10' this round so I could move and attack once?


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

That will put my AC at 31, FF 26, Touch 15


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Initiative: 1d20 + 5 ⇒ (1) + 5 = 6

Slowed by the muck, Jaegr waits to see what comes to him.


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Jaegr readies his weapon and looks around hoping his eyes pick something out. If not he nods to Caspian to send the lights out ahead.

Perception: 1d20 + 4 ⇒ (2) + 4 = 6 If this is considered underground otherwise only +2 modifier


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Jaegr nods and grunts at Caspian's request, signifying he agrees. Once Kelgan helps with wounds, and everyone appears ready, Jaegr steps through and says, "Maybe you should fall back a few extra steps, just in case I stumble across something again."


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Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Reflex Save with Evasion: 1d20 + 7 ⇒ (15) + 7 = 22

Jaegr senses something wrong just in time and manages to dive out of the way of the dangerous trap.


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Profession (mining): 1d20 + 8 ⇒ (15) + 8 = 23

Jaegr lifts his pick axe with a gleam in his eye and begins to pry away at the unusual section. Where it takes more force he swings the pick axe with a long practiced form. When done an almost-but-not-quite smile comes across his face and says, "I'm not sure what I enjoy hacking at more, the rocks or the evil spawn. Guess I'll have a large enough sample ahead of us to decide."


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Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Jaegr indicated he has already saw that and was testing Kelgan


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Does Kirth know? :)


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Almost exactly a year later!


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

"Are you done playing around with your new lady? We have a necromancer to kill. And his soul to send back to hell."


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Where are you heading now? Congrats on the New job!

I've been away after my son had emergency surgery to remove his appendix.


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Jaegr sees Kelgan surrounded by foes, but knows he is a stout fighter, even for a hill dwarf, and protect Capsian by taking out the bullywug attacking him. [occ]Once Caspian is safe he will move to help Kelgan[/ooc]

Power Attack with Scything Blow: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17
Damage: 1d8 + 16 + 2 ⇒ (1) + 16 + 2 = 19


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Jaegr lets his armor absorb the blow from the bullywug and returns a swing of his own.

Power Attack with Scything Blow and Crushing Blow and inspiration: 1d20 + 10 + 2 ⇒ (14) + 10 + 2 = 26
Damage: 1d8 + 16 + 2 ⇒ (1) + 16 + 2 = 19

Jaegr crushes the bullywug then moves over to help Caspian next.


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

The two frog men leap at him and clumsily flail at him, Jaegr doesn't enter his defensive posture as he doesn't consider them a threat. He lets Kelgan issue the threats while he brings his pickaxe around.

Power Attack with Scything Blow: 1d20 + 10 ⇒ (11) + 10 = 21 Ignore 2 Points of opponent's Armor+Shield Bonus
Damage: 1d8 + 16 ⇒ (8) + 16 = 24


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Not sure if I can get another shot off with my composite longbow before it gets out of range, but if I can here is the shot. Apply any negatives for range as needed.

Longbow with inspiration: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
Damage: 1d8 + 6 + 2 ⇒ (3) + 6 + 2 = 11


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Jaegr would put away the Finisher and drew out his bow last round

Jaegr fires at the flying creature, irritated that it didn't come down to fight him.

Longbow with inspiration: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
Damage: 1d8 + 6 + 2 ⇒ (6) + 6 + 2 = 14


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Jaegr will wait to see what the winged lion will do. If it comes for Wyvurn or anyone else on the ground he will attack it.


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

"I'd imagine they aren't ready to take on our group who has bested Obmi. However they may get tempted if we show any sign of weakness on our way back from our fight with this necromancer."


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

So many things to update I missed the easiest one!


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Jaegr spent his time at Fenrift's keep training after getting his armor adjusted by their armorer. Jaegr could instantly tell the improved maneuverability will be exactly what he needs against their upcoming foes. The weak link to the elemental plane of fire that remained on the ceramic plates seemed to have grown a bit stronger as well.

Jaegr was ready to head on the road after receiving an amulet to ward off evil. While Jaegr liked to put his faith in steel rather than faith, he was confident the priest knew what he was talking about when dealing with powerful undead such as vampires, or worse.


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

I think I am almost done. Just mulling over whether to go DR 4/- and Fire Resist 6 or DR 3/- and Fire Resist 8

I have found a number of things that weren't quite right that has either changed in the rules since the last time we leveled or I just screwed up. However this was a great way to learn things again, hopefully I will retain it by the time we level again!


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

The only class skill you can gain out of that group is survival.

Also, is it supposed to be a choice at first level or at every level you can choose one out of that list? If that is the case then might as well add survival to the fighter list.


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Kirth, on skills

Bonus Fighter Skills wrote:

All fighters automatically receive one free rank per class level in Endurance and in Knowledge (warfare). In addition, for each class level, choose a specialized form of military training to receive; that level, you gain 1 bonus rank in one applicable skill. Examples include cavalry (Handle Animal), corps of engineers (Craft: construction), infantry (Survival), marine (Profession: sailor), medic (Heal), officer (Diplomacy), and sapper (Profession: mining);

These are treated as class skills, but do not count against the fighter’s total number of skill points.

Does that mean all of those skills are class skills or only the one the fighter chooses?


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Kirth, leveling Jaegr now.

First thing I noticed is I had listed Great Forititude, Lightning Reflexes, and Iron Will as feats gained at first level, but the latest says just +2 to Fort, Will, and Reflex. That was changed, yes?


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Well I think I will take Crushing Blow and let you decide if it is too much to stack, which it won't overlap/stack until another level anyways. But I do like the potential for half damage when missing close and then it keeps what has already happened the same and I can up to date on the rules.

Scything Blow

When using a slashing or piercing weapon in both hands (or a primary bite or gore attack), your melee attacks ignore up to 5 points of your opponent’s armor and/or shield bonus. For every 4 points of your base attack bonus, increase the amount of armor/shield bonus you can ignore by 1

Crushing Blow

If you miss with a bludgeoning weapon by a margin less than your opponent’s armor and/or shield bonus (if any), you batter the foe for half normal damage.

If your base attack bonus is +6 or higher, you also ignore up to 4 points of armor bonus.

If your base attack bonus is +11 or higher, you ignore up to 8 points of your opponent’s armor bonus. Also, when you use a full attack action while fighting with any bludgeoning weapon, each attack that connects beats down your foe's defenses, granting a cumulative +2 circumstance bonus on attack rolls until the end of your current turn.

If your base attack bonus is +16 or higher, you ignore up to 12 points of your opponent’s armor bonus.


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

That is a solid choice and plays well the the mining aspect. If I take Crushing Blow (Depending on how Kirth views using it with Versatile Weapon Use it may have to wait until my 6th level Combat Feat)


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

That puts me up to 5,950 Numen with 3k to spare. Still works out! Good catch!


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

I'm still interested in the boosting touch AC so let me know while I still mull things over.

Now that Jaegr knows a little about how Otis could have been doing that, the fitting of his armor to reduce ACP and maybe add DR 1/- will help with Dodge, and Jaegr can use combat expertise, though getting sniped at that may not work if he isn't fighting something or moving.

I like Crushing Blow more, but would like to stay as close to the rules as possible. Since as a fighter my attacks count as all three types with versatile Weapon use (Bludgeoning, Slashing, and Piercing) could I take Crushing Blow as my 5th level feat and use it with The Finisher? I assume I could only use Scything Blow or Crushing Blow during any one attack or could I use both simultaneously with the fighter?


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Awesome idea! As I am about to start one of these!


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

OK, Kirth then in terms of Numen it seems I am at 5,250 Numen spent with the Amulet of Protection from Evil. I will definitely choose some Fire Resist.

I'm thinking about adding at least one DR/- (500 Numen) to The Forge to bring myself up to 5,750 and then Fire Resist 3 (Keepign Endure Elements too) to bring it up to 8,750 Numen which is close to 9,000 Numen.

Now I need to figure out a feat and was thinking of a strike feat since this level will give me Critical Focus with my favored Class Bonus. Can't quite figure out which one feels right tome.

Also, I mentioned it before, but between the latest versions and previous the Exotic Weapon version of the pick axe went from Crushing Blow to Scything Blow. Do you want me to change it?


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Kirth, I would like to stick to the numen trade in, which I think works great. It would be more advantageous for me to use the Core book way, but I think the trade in is a great rule.

Let's see if I can figure this out:

So that would put me at 22,000 Numen essentially (9,000 for level and 13,000 for Personal Weapon). I have to spend at least 13,000 of that on my weapon.

Finisher: With a +1 Keen Pick Axe, that would be 400 Numen for MW, 2,000 for bundled +1 enhancement, and 11,250 for keen making it 13,650-13,000=650 Numen. Which is a little higher than above but still in the ball park

The Forge: 2,600 Numen in your example above.

I have been thinking of adding resist energy to the armor with the connection to the plane of fire slowly coming back, though I wonder if it should be resist cold instead (Wouldn't the fire infused ceramic plates absorb cold damage or would the cermaic plates just absorb the fire damage, I guess it could be eaither way) Can I add 1 point of resist at a time for 1,000 Numen or do I have to do it in bigger chunks?

I should be at 5,675 Numen out of 9,000 Numen then. I would be interested in that armor to touch AC thing if it applies, otherwise I have some other ideas on my numen.


Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

So with Personal Weapon giving me +2, I was assigning that as a +1 and Keen, however reading into numen it looks like it gives a numen value 13,000 numen) so would it work like this?:

+2 from personal weapon grants me 13,000 numen so the keen (or Impact) would be 11,250 Numen. So a +1, Keen/Impact weapon would be 13,250 but to make a +2 Keen/Impact would be 17,250-13,000= 4,250 Numen. Is that correct?

If so that and my armor would push me to 7850 Numen and adding the charm with protection from evil would push me past my numen level of 9k.

Also I notice that Heavy Picks in the new rules do not do crushing blow but scything blow. Should I change that?

Scything Blow: When using a slashing or piercing weapon in both hands, your melee attacks ignore up to 5 points of your opponent’s armor and/or shield bonus. For every 4 points of your base attack bonus, increase the
amount of armor/shield bonus you can ignore by 1 (maximum 10 points at BAB +20).

Vs

Crushing Blow: If you miss with a bludgeoning weapon by a margin less than your opponent’s armor and/or shield bonus (if any), you batter the foe for half normal damage. At 6th level....

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