Summoner

Kaldan Tide's page

273 posts. Alias of DBH.


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Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Kaldan would like his body to be burned then toss the ashes to the wind and the waves. Gozreh was his primary faith.

Trieste and Lara have to wail about how the greatest man they ever knew is dead, and they'll never find a love that matches him. Just to give the funeral some class. :)

Will have my new guy up shortly for inspection.


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

The HP rolls for Hengeist Karlsson.

HP: 1d10 ⇒ 6
HP: 1d10 ⇒ 5
HP: 1d10 ⇒ 9

With the Con bonus and the FC extra HP that goes to 9, 8, 12. He starts at 4th with 41hp.

I won't take the Glaive, it's a martial weapon if someone wants to use it. Goes for 8308gp, as it's about the only magic item Kaldan had it's nice it was so valuable. :)


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

And I don't have any penalties for using slashing and bludgeoning weapons in the water as well!

Character is all built, just need to equip him and flesh out his background.

@GM Strikes Back, as for Traits is a campaign trait required at this stage?


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Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Stay strong guys! You can do it!

Kaldan slowly sinks to the bottom as he supports you from the great beyond.

In other news I have found a good fit for my new combat character. A Bloodrager with the Aquatic bloodline. Swim speed 30' and water breathing at 4th level.


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

And I'm having troubles with the new character. We need a front-liner, which calls for a high AC, but we have a lot of swimming to do, which means armor is going to be a problem.

It's even got me thinking of making a *shudder* Monk.


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

We should move this to the discussion thread anyway. :)


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Oh poop! Thanks for going into detail. I'll come up with a new frontliner shortly.


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Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

I love you guys!


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Kaldan will use his Orc ferocity to stay up after the bolt.

Ah well, that will kill Kaldan I'm afraid. Curse your hogging the good rolls on the RNG!


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Kaldan is normally +8 to hit with the glaive. +7 when power attacking. +4 str thanks to Bulls strength gives +2 so you're right.

I was adding to attack and damage using both Enlarge and Bulls strength.

So damage when using Power attack while enlarged and Bulls strengthed with a two handed weapon would be ?

1d10 + 7 base.
1d10 + 10 base + Power attack.
1d10 + 13 with the +6 to strength from EP & BS.
1d10 + 15 with all the above and Favored enemy.

I've looked over my sheet and I think the problem is that PCGen which I"m using has screwed up PA and Two handed weapon damage. I'll go through it and audit the problems.


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Kaldan advances to be beside Kragg.

He stabs hard at Red to clear away one of the enemies.

Glaive - PA + Favored enemy: 1d20 + 11 - 1 + 2 ⇒ (11) + 11 - 1 + 2 = 23
damage + PA + FE: 2d8 + 11 + 3 + 2 ⇒ (8, 6) + 11 + 3 + 2 = 30

With his reach he should get an AOO if Yellow moves closer, or fires a crossbow?

AOO:

Glaive - PA + Favored enemy: 1d20 + 11 - 1 + 2 ⇒ (7) + 11 - 1 + 2 = 19
damage + PA + FE: 2d8 + 11 + 3 + 2 ⇒ (6, 6) + 11 + 3 + 2 = 28


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

The continuing fumbling and frustrations boiled over in Kaldan and he slammed his glaive into the shark with all the fury he was feeling.

glaive - PA: 1d20 + 8 - 1 ⇒ (20) + 8 - 1 = 27
glaive crit?: 1d20 + 8 - 1 ⇒ (16) + 8 - 1 = 23
crit damage: 3d10 + 21 ⇒ (10, 9, 1) + 21 = 41

I'm just going to look at that result and feel warm for a while. :)


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Kaldan uses his new mobility in the water to attack with a charge straight at the shark.

Attack + Charge - PA: 1d20 + 9 + 2 - 2 ⇒ (1) + 9 + 2 - 2 = 10

Somedays I wonder...


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Kaldan slips off his boots and slips into the waters.

As it's his favored terrain he has +2 to his initiative. His base swim skill is also 20 now.


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

"Nope. That's their watch dog at a guess!" Kaldan says, looking at the shark below them grimly. "Still, not too bright. We could draw it a way and get rid of it before the Sahuagin know?"

He's been doing the Grimly bit a lot lately. Maybe he needs to get a kitten?


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Kaldan cheers up a bit under Trieste's gentle prodding. He finishes his ale with a more relaxed look.

In the morning when matters are being discussed he gives his opinion. "Exploring ruins is nice, but lets make sure the locals aren't going to jump us first."


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Kaldan stays quiet as the others tell of what has happened, and what they have found. He is still feeling he performed poorly in the last fight and so once the talk is finished he heads to Kraggs tavern to ponder the matter over an ale or two.

He is polite but terse with Carver. Not really talking much of his past. He has little knowledge of the Pathfinders, and feels little need to join them either.


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Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Sounds like the best idea." Kaldan agrees to returning. "Hopefully they set a watch and waste their time waiting." He adds with petty spite. :)


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Kaldan is silent for some time before speaking. Still carrying severe wounds he eyes the waters with a degree of frustration and anger. "I agree. Lets prepare and return when we're fit again. We've lost one fight and let problems slip away. We can't let that happen again!"

And I should keep track of my abilities better. Favorite enemy includes Sahuagin, and favorite terrain is water. Both of which I didn't use. So some of my problems are my own doing!


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Kaldan will aid Kragg in swimming away, but is still keeping an eye on who is still in danger. He will head back if Trieste is in trouble.

swim (Aiding Kragg): 1d20 + 12 ⇒ (13) + 12 = 25


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Realizing that things are desperate, and not in the parties favor Kaldan swims for the shore, looking around to see that everyone is doing the same?

Swim: 1d20 + 12 ⇒ (19) + 12 = 31 Oh now you give me a good roll!


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

If you need to run then run!

I will completely understand getting out of an unwinnable fight, even if it costs Kaldan his life.


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

We should have got out of the water after the first fight. Isn't hindsight wonderful? :)


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Kaldan decides the big Sahaugin is dying with him and swings weakly.

Attack - PA: 1d20 + 6 - 1 ⇒ (4) + 6 - 1 = 9

Slumping unconscious in the water after his failure. :(


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

There is little that Kaldan can do in this situation but swallow his cry of pain and swing back with his Glaive.

Glaive - PA: 1d20 + 6 - 1 ⇒ (14) + 6 - 1 = 19
damage + PA: 1d10 + 5 + 3 ⇒ (3) + 5 + 3 = 11


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Kaldan will grit his teeth and swim closer to Green.


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Kaldan is loath to miss out on any loot, especially after paying for it in blood! Nodding his gratitude to Kragg he moves quickly to search the wreck.
Perception: 1d20 + 8 ⇒ (15) + 8 = 23

Still keeping an eye out for any thing attracted by the blodd in the water.


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Kaldan grimaces at the wound, knowing he needs to get out of the water fast before other predators are attracted.
Attack - PA: 1d20 + 6 - 1 ⇒ (2) + 6 - 1 = 7

His attack is wild in his haste.


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Seeing Red go limp Kaldan shifts a few feet and thrusts his Glaive at Blue.

Glaive - PA: 1d20 + 6 - 1 ⇒ (18) + 6 - 1 = 23
Damage + PA: 1d10 + 3 + 5 ⇒ (1) + 3 + 5 = 9 Can't give me two good rolls in a row can you? :(


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Kaldan swims over beside Kragg and attacks Red.

Attack - PA: 1d20 + 6 - 1 ⇒ (16) + 6 - 1 = 21
damage + PA: 1d10 + 4 + 5 ⇒ (5) + 4 + 5 = 14


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Kaldan swims closer to these new Sahaugin, ready for their attack.

Full round action to swim 15'. Swim skill is 12 so I make the roll automatically.


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Hey, I'm a newbie in that campaign!

I'm playing Manos and am completely lost at the moment. :)


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Kaldan is moving closer and eyeing the wreck cautiously.
Perception + Favored terrain bonus: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11 Sigh.


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Kaldan is back in the water waiting for everyone to be ready.


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Kaldan signed on the expedition as a strong back. He grew up on the coast so he's been fishing and swimming all his life.

If he's not Out exploring, dealing with trouble or carrying heavy loads around the settlement, then he's out fishing or hunting to bring in more food.

Kaldan's crunch:

KALDAN TIDE

Male Half-Orc (Ulfen) ranger 3 / rogue 1. CG medium humanoid (orc, human)

Init +2; Senses Darkvision (120 ft.), Perception +8,

Languages Common, Draconic, Orc, Skald

AC 15, touch 12, flat-footed 13. hp 33 (4HD). Fort +4, Ref +7, Will +2

Speed 30 ft. (6 squares)

Melee glaive +1 (seaborne) (two handed) +8 ((two handed) 1d10+7/x3)
Melee glaive +1 (seaborne) [power attack (two-handed)] (two handed) +7 ((two handed) 1d10+7/x3)
Melee dagger (alchemical silver) +7 (1d4+3/19-20)
Ranged dagger (alchemical silver/thrown) +5 (1d4+3/19-20)
Ranged crossbow, light +5 (1d8/19-20)
Melee handaxe +7 (1d6+4/x3)
Melee dagger +7 (1d4+4/19-20)
Ranged dagger (thrown) +5 (1d4+4/19-20)

Face 5 ft. by 5 ft. Reach 5 ft.

Base Atk +3; CMB +7; CMD 19

Atk Options Power Attack, Monstrous Humanoid +2, Sneak Attack 1d6,
Special Actions

Abilities Str 18, Dex 14, Con 12, Int 12, Wis 13, Cha 11

Special Qualities Combat Style Feat, Darkvision, Favored Terrain (Water) +2, Finesse Training, Intimidating, Orc Blood, Orc Ferocity, Track +1, Trapfinding, Weapon Familiarity, Wild Empathy +3,

Feats Deepsight, Endurance, Power Attack, Weapon Finesse, Weapon Focus (Longspear)

Skills
Acrobatics +7,
Appraise +1,
Climb +8,
Diplomacy +4,
Disable Device +8,
Escape Artist +1,
Heal +1,
Intimidate +2,
Knowledge (Dungeoneering) +5,
Knowledge (Geography) +5,
Knowledge (Local) +7,
Knowledge (Nature) +6,
Perception +8, Perception (Trapfinding) +9,
Profession (Sailor) +5,
Ride +1,
Sense Motive +5,
Stealth +6,
Survival +8, Survival (Follow or identify tracks) +9,
Swim +12,

Possessions glaive +1 (seaborne); glaive +1 (seaborne); studded leather; outfit (explorer's); handaxe; dagger; Wrist Sheath, Spring Loaded [ Dagger (Alchemical Silver); ]; Canteen ; Belt Pouch [ Sewing Needle; ]; Crossbow, Light ;

Athletic: You have always had a knack for physical activity. You either grew up in a rural area and had an active childhood where you were always climbing trees, swimming in lakes and rivers, and clambering up rocky hillsides, or you competed in and excelled at contests or sports while growing up in a larger settlement. Due to this background, little can slow you down or inhibit your movements. When the Bountiful Venture Company interviewed you, they noticed your stature and physicality, and they chose you for the colonial expedition knowing that a strong back is always helpful in a growing colony. You reduce your armor check penalty by a number equal to one-third your character level (minimum 1) for purposes of Acrobatics, Climb, and Swim checks, and you gain a +1 trait bonus to one of these three skills, chosen when you
take this trait.

Combat Style Feat (Ex) At 2nd level, a ranger must select one of two combat styles to pursue: archery or two weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list. If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two- Weapon Rend to the list. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Favored Terrain (Water) (Ex) You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills above or below the water surface. Likewise, you get a +2 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.

Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Monstrous Humanoid (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against monstrous humanoids. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Orc Ferocity (Ex) 1/day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Strong Swimmer (Gozreh) Your faith in Gozreh's grace gives you the confidence to swim without fear. You gain a +2 trait bonus on Swim checks, and can hold your breath for an extra 2 rounds when underwater.

Track (Ex) You gain +1 to Survival checks made to follow tracks.

Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.

Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+3 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.

Since arrival it's been busy, but Kaldan thinks the people he's working with are great. Even the socially challenged Thame is a good team member.


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

We can hold our breaths a while." Kaldan says easily. "But we can also tie ropes to ourselves and have you holding them. First sign of trouble and you yanks us back to dry land."


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Kaldan with haul the bodies of the Sahaugin from the water, he looks curiously at the shipwreck though and is clearly planning on searching it when his grisly task is finished.

Anyone coming with me?


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Gritting his teeth at his wounds, and reminding himself to thank Kragg for the healing later Kaldan lines up the nearest Sahaugin and swings hard.

Glaive - PA: 1d20 + 6 - 1 ⇒ (12) + 6 - 1 = 17
Damage + PA: 1d10 + 5 + 3 ⇒ (6) + 5 + 3 = 14

Finally, I might have hit something!


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Still here, but busy for another day or two. Will get the requested information to you shortly.


We're a party of 5 players, just starting book two of the AP. It's a good group and the game has been very enjoyable for us.

Sadly the GM has had to withdraw due to real life hitting him and we are hoping to keep the game going by finding a new GM.

Ruins of Azlant

All the players are keen to continue so if you're interested please let us know.


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

I'm busy myself, but really want to continue the game. As I've said before it's been a great game with a good GM and party.

I'm happy to look for a new GM if that's what everyone wants?


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

If there are none in reach Kaldan will ready to attack when one closes.
Attack - PA: 1d20 + 6 - 1 ⇒ (2) + 6 - 1 = 7 Crapcakes!


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Good to here you're back. I hope things are better for you and your wife?


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Best wishes to all.


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Agreed. Brain injuries are very dangerous.


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Bump.


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Using the Glaive (seaborn).

Kaldan will strike at the same Sahaugin as Trieste.

Attack - Power attack: 1d20 + 6 - 1 ⇒ (17) + 6 - 1 = 22
Damage + PA: 1d10 + 8 ⇒ (7) + 8 = 15


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Kaldan slips into the water close to Trieste. Since the Sahaugan aren't attacking he waits to see what transpires?


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Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Is Kaldan getting any magic, or should I join the scam artist in the water?


Half-orc Ranger 3/Rogue 1. AC 16, FF14, Touch 12. HP (33/33). Fort 4. Reflex 7. Will 2. Perception 8. Init +2. portrait

Trieste. Tell me more?

I'll take some of that thanks Kragg." Kaldan agrees, getting ready to move into the water and deal with the Sahaugin.


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