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Jeb Gardaxe's page
73 posts. Alias of Ierox.
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Suppose someone forges a masterwork butchering axe (or any colossal melee weapon really, but the butchering axe is interesting) of colossal size, enhances it to +1 and applies the Impact special ability to it.
What damage does it deal? A colossal Butchering Axe deals 12d6 damage, in case this helps you figuring out an answer.
If you need some excuse for how this might be happen, consider a gish casting Greater Object Possession on a colossal statue and grabbing the axe.
Just to get you started, I've ruminated a bit on the subject. Extending the progression yields 16d6, up from 12d6.
Of course, it's entirely possible that the fact that Colossal is the largest size around means that a weapon cannot be bigger than colossal for the purpose of dealing damage. This is my main problem.
Discuss. I'd be glad to see arguments founded in RAW, but I acknowledge that such RAW is scarce and tangential at best, which is why I come to you.

AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Hey guys, super sorry I didn't check in the last couple days (or week?) My computer died, so I had trouble accessing the site.
As for the relatively lacklustre benefits of handle animal, we might make use of the Retraining Rules to customize some of the militia members? DM permitting, of course.
Quote: Skill Ranks
You can retrain skill ranks you have assigned to skills. Retraining skill ranks takes 5 days. When the training period ends, reassign a number of skill ranks up to your Intelligence bonus (minimum 1), removing them from your existing skill (or skills) and adding them to a different skill (or skills).
If retraining skill ranks means you no longer qualify for a feat or other ability you have, you can’t use that feat or ability until you meet the qualifications again. (Or you can retrain that feat or other ability.)
If we're allowed to make use of the retraining rules at all, it might be interesting, beyond retraining handle animal to survival, to have the commoners or at least the more promising of them, retrain into warrior levels. We've more swords than people who know how to wield them, at this point, and if we're ever going to strike back at the hobgoblins in any capacity, well. The hobgoblin legionnaires are at least warrior 2's, going by their hit points.
All that said, the retraining proccess *is* supposed to cost a small amount of money, so I could see it being off limits while we're out in the woods.
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
I'll see if I can't put together a way of generating 36provision points/day with what we've got.
It would be nice to be self sustaining.
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
It's in the campaign tab already. Still, if you want to consolidate the whole thing, there's little harm in that, I suppose.
Personally, I think we should think about our long-term goals here. Which cities can we lead our ragtag group of refugees to?
Alternatively, could we capture a patrol so we can get some intel to decide further action?
Short term though, I'd want to get further into the woods before we stop to rest. I dislike being this close to the river for a rest.
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Jeb follows the pair of them.
Hatred, PA, Flank: 1d20 + 4 + 1 + 1 + 2 - 1 ⇒ (8) + 4 + 1 + 1 + 2 - 1 = 15, 2d4 + 7 ⇒ (1, 1) + 7 = 9
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Breathing heavily, Jeb repositions to flank one of the recruits with Gareth, and swings her blade at the nearest Ironfanger.
Hatred, PA: 1d20 + 4 + 1 + 1 - 1 + 2 ⇒ (14) + 4 + 1 + 1 - 1 + 2 = 21, 2d4 + 4 + 3 ⇒ (1, 3) + 4 + 3 = 11
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Roughly how long will it take for our people to run across?
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Hi! Welcome to. You're certainly right about the ranged specialist - that said, do grab a look at Lysander's loadout when you pick out skills.
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Jeb continues to circle around, to get at her back while she attacks Gareth.
PA, Hatred, Flank: 1d20 + 4 + 1 + 1 - 1 + 2 ⇒ (12) + 4 + 1 + 1 - 1 + 2 = 19, 2d4 + 4 + 3 ⇒ (3, 3) + 4 + 3 = 13
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Jeb begins to circle around, hoping to create an opportunity for Gareth to get at her from behind, and levels another blow at the heavy.
PA: 1d20 + 4 + 1 + 1 - 1 ⇒ (12) + 4 + 1 + 1 - 1 = 17, 2d4 + 4 + 3 ⇒ (2, 1) + 4 + 3 = 10
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
We're closing to melee right now. She can't shoot then. Besides,
the bridge needs 8 rounds to blow, including setting it up - that has to happen before "T-10", or our backline is going to get f*&!ed over by reinforcements. And you're not placing it mid-bridge, you're placing it under the bridge, on the western side. Plenty of cover.
Jeb charges the heavy. "Less talking, more blowing up the bridge!" she shouts at the people behind her.
Charge! PA: 1d20 + 4 + 2 + 1 + 1 - 1 ⇒ (2) + 4 + 2 + 1 + 1 - 1 = 9, 2d4 + 4 + 3 ⇒ (1, 1) + 4 + 3 = 9
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
"For Phaendar!" Jeb runs towards the heavy, although her legs are damnably too short to carry her all the way.
only have my phone right now. If someone could double move me)(staying out of itebs charge lane) I'd love it.
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
I wouldn't mind it, but I don't think anyone else would either.
Moved my token on the map.
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Jeb squints at the relative distancees. "I think Lysander might've longer to run than us," she disagrees. "The gnome is plenty as for support goes, and you're our best warrior," Normally that'd pain her to admit, but with the sheer amount of broken hobgoblin skulls he's taken to his name tonight, she'd be silly to pretend anything else.
Who's she kidding? It does pain her to admit it.
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Bunko or Gareth got anything to add, or should we just charge?
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Jeb quietly watches the halfling as they go. He was in the army too? Huh.
As they arrive at the bridge she sketches out a very rough plan. "Okay. I say we go simple - Lysander is our best alchemist, so he gets to set up the stump remover. Meanwhile, the four of us rush the b$#++, kill her and her pet quick enough that the rest of our people can cross. The rest of the group follows us at short distance."
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Jeb does her best to turn her parry into a cut.
Falchion: 1d20 + 4 + 1 + 1 - 1 ⇒ (3) + 4 + 1 + 1 - 1 = 8, 2d4 + 4 + 3 ⇒ (1, 3) + 4 + 3 = 11
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Oh. Sure! Is it something that you can put together on the spot, or do we need to stop and mix it before we head for the bridge?
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
So... We didn't end up brewing any stump remover? That seems a little silly.
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Sorry, meant to attack the one Bunko hit, unless it died. Then the one all the way south. Also, don't battleaxes crit *3?
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Jeb moves in after the orc and the gnome, finding the cieling more accomodating than Iteb did. She does her best to leave room for Gareth to swing his hammer.
Falchion: 1d20 + 4 + 1 + 1 - 1 ⇒ (13) + 4 + 1 + 1 - 1 = 18, 2d4 + 4 + 3 ⇒ (1, 4) + 4 + 3 = 12
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Lysander is excellent at craft: alchemy. He's also really good at perception.
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
perception: 1d20 + 1 ⇒ (5) + 1 = 6
"Look what the doc has been up to... This could bring down the bridge all right." She peers over the plans, mood suddenly much improved. She's not super quick on the uptake, but she does puzzle out the notes.
"Did we pick up some lamp oil anywhere on the way? We'll need some manure also."
Encountering the lock on the cabinet, she'll go out and try to see if it's on the shopkeep's corpse. Bloody business that, but since the hobgoblin they fought didn't have the key...
Edit: Wait, I note Iteb already said she tried to loot him for a key, but there was no DM response.
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Maybe it's good enough that Lysander made the perception check?
He could point out whatever he saw to Gareth.
"I didn't mean bash it down. Just like, turning the handle with the head." She's definitely not sulking.
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
"It's probably survivors holed up in there, trapped the door to keep out the hobgoblins. Smart, though running'd be smarter."
She walks up to the door and pounds on it with her fist. Then she calls as loud as she dare to whoever is inside.
"Hey! We're getting survivors out of here before the goblins burn the place down. Wanna come?"
If they don't respond, or respond in the negative, she'll back away from the door.
"Gareth, maybe you could open it with your hammer? That way you don't have to get close to the door."
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Perception: 1d20 + 1 ⇒ (9) + 1 = 10
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Jeb runs up to the hobgoblin, and slashes at his back.
PA: 1d20 + 1 + 1 - 1 ⇒ (16) + 1 + 1 - 1 = 17, Damage: 2d4 + 4 + 3 ⇒ (4, 4) + 4 + 3 = 15
So... I can't see all of the map for some reason - most of it is white. If I didn't move next to the goblin, or I'm standing on the wall or something, please move me to somewhere that makes sense.
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Jeb follows the orc with her falchion raised.
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
The others have convinced me to change my 'vote'. Let's check out the store.
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
I'd be down for passing it by too.
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Hmm. I had thought to take Jeb in the direction of a dedicated hobgoblin slayer, with Dedicated Adversary and Dwarven Hatred Style, the whole thing.
Now that she's managed to bring her parents, I might take her in a more general direction instead.
By the way, I note that we've 5 medium sized warriors and two nonhostile aristocrats hanging on - could we fit them with gear from the dead hobgoblins? Or are they too cowed to fight at present?
In other news, we've just made halfway to level 2. That's not half bad.
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Jeb had had her parents gnawing in the back of her mind, trying not to think about her and Ragam having to leave them behind. To find them here was a shock, to say the least, and she feels almost fatigued with her sense of relief.
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
They're Sanna and Gerard
They're farmers, so proffession(farming). Gerard has craft(leather), while Sanna has craft(tayloring or weaving or something like that.) If any of them have more than 2 skill ranks there's a point in Handle Animal also.
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Jeb adds her crossbow fire to the volley.
Light Crossbow: 1d20 + 1 + 1 ⇒ (13) + 1 + 1 = 15
Damage: 1d8 ⇒ 7
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
While Iteb takes advantage of her size, Jeb grabs the opportunity to lead a group of the townsfolk in carving up the dead animals outside for provision points.
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
There's not quite enough room for jeb to help out, but the burst of positive energy does alleviate some of her wounds, so that's good, at least.
She lends a hand gathering supplies, before they're ready to move on.
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Jeb moves up to help Gareth fight the elemental.
Power attack!: 1d20 + 4 + 1 - 1 ⇒ (15) + 4 + 1 - 1 = 19, 2d4 + 7 ⇒ (3, 4) + 7 = 14
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Right, f$*+, sorry.
Jeb flinches down and under the blow, earning but a gash to the scalp, but still brings her blade around.
PA: 1d20 + 4 + 1 + 1 - 1 ⇒ (8) + 4 + 1 + 1 - 1 = 132d4 + 4 + 3 ⇒ (2, 4) + 4 + 3 = 13
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Ah, Jeb will only hit AC 18, then, since she's doing a partial charge, sorry. Don't think it makes much of a difference.
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Jeb charges one of the hobs in the trading post, hoping to help cut them down before they can raise the alarm too badly.
She leads the sword with her uninjuired hand, using the other to steady the blow.
Charge! PA!: 1d20 + 4 + 2 + 1 + 1 - 1 ⇒ (13) + 4 + 2 + 1 + 1 - 1 = 20, 2d4 + 4 + 3 ⇒ (2, 3) + 4 + 3 = 12

AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Jacking Iteb's job:
XP 560/2000
Loot Available
6x Studded Leather Armor (Medium)
1x Padded Armor(medium)
1x Mwk Battleaxe(medium)
5x longsword (Medium)
5x longbow (Medium)
100 arrows
5x Light Steel Shield (Medium)
1x Composite Longbow[+2 Str](medium)
1x Heavy Crossbow
20 bolts
10 masterwork bolts)
2x Alchemist's Fire
Magic
8x Guidance Potion
1x Wand (from Hobgoblin backpack)
2x Wand (from inn cellar)
2x Elixirs (from inn cellar)
1x Scroll [three different spells] (from Hobgoblin backpack)
1x elm wand (from IC #173)
2x potions (From OOC#97)
Valuables
27 small semiprecious stones(from IC #173)
76 gp
1x silver cup(from IC #173)
1x a hand-sized darkwood carving of a butterfly (from IC #173)
3x bottles of Oldlaw whiskey(from IC #173)
large quantity of gold dust(from IC #173)
3 gp
Misc gear
1x backpack
1x bedroll
1x blanket
1x mess kit
1x small tent
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
I'll wait until I'm deader, I think.
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Knowledge(Local): 1d20 + 0 ⇒ (10) + 0 = 10
Perception: 1d20 + 1 ⇒ (6) + 1 = 7
She grabs hold of the amulet. "That's Tharisa's. If it's here, then she's still somewhere in town."
She puts the thing in her pocket, with every intention of giving it back at first opportunity.
"I'm sorry for your loss, Rhyna. But we have to keep moving. We stop, we die, quick."
She keeps her injured arm as still as she can.
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Jeb grimmaces as the axe bites into her arm. She carefully circles around the hobgoblin, trying to set up a situation where they can surround her.
PA, Hatred: 1d20 + 4 + 1 - 1 ⇒ (12) + 4 + 1 - 1 = 16, dmg: 2d4 + 4 + 3 ⇒ (2, 3) + 4 + 3 = 12
5ft. step followed by std attack
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Jeb moves past the fighting, coming to a stop just in front of Lysander, the tip of her sword pointed at the axe-wielder, almost daring him to close the distance.
I'm banking on the hobgoblin they're ganging up on being dead by now, but otherwise take an AoO on her. Can't charge through allied spaces, and I don't want that TWf'er to get a free full attack for nothing.
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Honestly, setting up a cleave in most situation is pretty hard.
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Given Iteb's warning, Jeb stows her crossbow and draws her falchion, walking up to the door.
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Jeb judges she can't quite make the distance before it notices her, so she takes a shot with her crossbow, firing a quarrel downrange towards the wolf.
Light Crossbow: 1d20 + 1 ⇒ (14) + 1 = 15, 1d8 ⇒ 8
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
Jeb takes the opportunity to gather up her light crossbow and scale mail from her room, ditching the goblinoid studded leather.
AC/T/FF/CMD/FFCMD 15/10/15/15/15, HP (26/26)[0temp], Fort +7 Ref +0 Will +1 [+3 vs spells & SLA, +2 vs poison], Initiative +0 [+2 Dodge vs Goblinoids, +4 Dodge vs Giants]
"Once we attack the few sentries they put on the bridge, they'll send reinforcements, and we can't take those. There's a clear line of sight from the bridge to the green. It'll be painfully obvious that we've attacked."
She shakes her head at the plan.
"I say we do what needs doing in town, then break through their guard on the bridge without warning. There are way too many to fight."
| Full Name |
Kent Unsaid |
| Race |
Humen |
| Classes/Levels |
wizard(foresight) |
| Gender |
male |
| Size |
mid |
| Age |
34 Birthday Gozran the 25th |
| Alignment |
NG |
| Deity |
Erastil |
| Location |
greenbelt |
| Languages |
Common, Elven, Sylvan, Orc, Infernal |
| Strength |
9 |
| Dexterity |
12 |
| Constitution |
9 |
| Intelligence |
22 |
| Wisdom |
11 |
| Charisma |
11 |
About Kent Unsaid
Kent is an Adventuring archeologist. He goes from place to place collecting lost lore. When he heard about the Green belt it seems like a good reason to go see the place. In other words.
Q: "why did you come to the GreenBelt"
A: "Because it's here"
NAME:Kent Unsald
Male, human, wizard(foresight),lv 5
chaotic good
Init: 2forewarned+1dex+ 4 improved init (I always act in surprise round)=7 Senses: Lowlight vision,
DEFENSES
AC: 11(17 mage armor), touch 11, flat-footed 10 (armor + dex +feat +magic)
HP: 22 (5d6 - 1Con*5 +4favored)
Fort: 2=1class+0con+1clock, Reflex: 3=1class+1dex+1clock, Will:5 =4class+0will+1clock
OFFENSE
Speed: 30ft
Melee: +2 weapon (damage, crit range and amount)
Ranged: +3=1dex+2bab Crossbow, repeating heavy (1d10, 19-20/x2)
Special Attacks: from feats, traits, race, etc
STATISTICS
STR: 9 (-1)
DEX: 12 (+1)
CON: 9 (-1)
INT: 24 (+7)
WIS: 11 (0)
CHA: 11 (0)
Base Attack: +2, CMB: 1, CMD: 12
traits:
Hedge Magician
Magical Knack
feat:
Improved Initiative
False Focus
Spell Focus(conjuration)
Feat:Sacred Geometry(Extend Spell,Still Spell)
Bonus Feat: craft Wondrous items
specials:
Bounded object ring
forewarned +1/2 lv to init and always act in surprise round
Equipment:
Cloak of Resistance +1
Wand - Mage Armor (10 charges left)
Scroll of enlarge person.
headband of vast int +2
heavy crossbow
100 bolts
A masterwork ring that is a holy symbol that is also my bounded object worth 100 gp
spellbook
riding horse
14 days rations
Vail of Acid
2139.75 gp
Skills:
Fly:
Appraise: 5int+1r+3class=9
SpellCraft: 5int+5r+3class=13
senseMotive: 0wis+0rank=0
Craft
Alchemy 5int+5rank+3class=13
Knowleges:
Arcane 5int+3ranks+3class=11
Geography 5int+3r+3class=11
Nature 5int+3ranks+3class=11
Religion 5int+1ranks+3class=9
The Planes 5int+2ranks+3class=10
Local 5int+2rank+3class=10
Engineering 5int+5rank+3class=13
Lingustics 5int+1ranks+3class=9
Perception 0wis+4r=4
Escape Artist:
Ride: 1rank+1Dex=3
Use magic devise 0cha+5ranks=5
Focus school (divination, foresight) Prohibited schools enchantment and necromancy
Languages: Common, Elven, Sylvan, Orc, Draconic, goblin
spells
0th
1st
Abjuration:
Shield
endure elements
protection from evil
Conjuration:
Mage Armor
grease
Mount
Snowball
Divination:
Comprehend Langages
Evocation:
Tenser's Floating Disk hr/lv
Illusion:
Color Spray:
disguise self min/lv
Transmutation:
Enlarge Person min/lv
2nd
Acid Arrow
Knock
Glitterdust
continual flame
div
Detect thoughts
Create Treasure Map
3rd
Fly
Spells for today.
0th 3 +1 Div
Detect magic *
Prestidigitation*
Dancing lights*
acid splash*
1th 5 +1 Div
Grease *
Comprend languages *
Snowball *
Mage Armor *
enlarge person *
2nd 4+1 Div
Glitterdust **
Detect thoughts *
3rd 2+1 Div
Divination *
Arcane Sight *
Fly *
haste *
Boots of Elvenkind
Wand of Magic Missiles (CL-3, 30 charges)
scroll of fly (CL-6)
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