Dwarf

Kazidorr Emeraldcliff's page

27 posts. Alias of Jeremy Packer.


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Kazidor draws out another orc bane arrow, and fires it at the furthest orc. It's a distance but he's made further shots.

Longbow w/ Deadly Aim & Orc-Bane: 1d20 + 11 ⇒ (13) + 11 = 24 Includes range penalty
Piercing Damage: 1d8 + 14 + 2d6 ⇒ (2) + 14 + (2, 5) = 23

"If we want to give chase, no time would be better than now." Kaz says as he begin to trot after the orcs.


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Kazidorr steps forward a bit more and draws one of the enchanted arrows from his quiver. "Cursed orcs! We smelled you well before we saw you." He aims at the closest orc and fires.

Longbow w/ Deadly Aim & Orc-Bane: 1d20 + 13 ⇒ (7) + 13 = 20
Piercing Damage: 1d8 + 14 + 2d6 ⇒ (5) + 14 + (4, 6) = 29

Move Action - Move to the north edge of the map, three squares from the right. This should be a twenty foot move.
Standard Action - Attack the "red" orc with longbow using orc-bane arrow.


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Kaz seeing Stigmar hurl fire at the orcs decides to fire on the giant for the moment. He steps out from behind the rocks and launches an arrow at the creature. "Stag Father, guide our hands."

Longbow with Deadly Aim: 1d20 + 8 ⇒ (20) + 8 = 28
Critical Confirmation: 1d20 + 8 ⇒ (20) + 8 = 28
Piercing Damage: 3d8 + 30 ⇒ (3, 6, 1) + 30 = 40

5 foot step to the Southwest, Standard Action to attack.

Well, I guess that will do nicely.


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Kaz follows the lead of his friends and tries to duck behind some rocks about 20 feet behind the rest of the group. He prepares to cast a quick spell and holds his bow ready.

"I've got the orcs, brothers." he whispers.

Stealth: 1d20 - 1 ⇒ (8) - 1 = 7 Add an additional +2 if in hills or mountains.

Depending on if or when they see us I may cast Gravity Bow before attacking, but will wait to see how the stealth check plays out. Maybe the additional range penalty on Perception will help.


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Kaz pulls out the wand he took from Commander Silverhammer. [b]"Rest a moment Stigmar." He concentrates on the magic and commands the wand to bind Stigmar's wounds.

Two charges from the cure light wounds for 18 HP healed.

Perception: 1d20 + 13 ⇒ (6) + 13 = 19 Additional +1 to locate traps.


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I know I took one of the wands. So I will heal you. Potions can be used in combat pretty well though.


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@GM Shadow_Fox how do you handle tracking treasure? Is it something you handle or something we should handle?

@Everyone else... If no one else wants to claim them, I'll take the arrows.


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Knowledge (nature): 1d20 + 10 ⇒ (3) + 10 = 13 +2 if an orc or evil outsider. Doubtful but trying to set the habit.

Kaz draws his bow and fires an arrow quickly. "Bless us Elk Father, we tried peace, but some creatures insist on doing things the hard way."

Longbow Attack: 1d20 + 11 ⇒ (5) + 11 = 16
Cold Iron, Piercing Damage: 1d8 + 9 ⇒ (8) + 9 = 17

To hit includes Haste, Rhen's buff, and Deadly Aim.

Doesn't look good but we will see.


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I got the back as always if things start to go south.


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Kaz catches up with the group from keeping an eye on the rear flank. He shakes his head having heard the same voice, unsure exactly what may be happening.

"Well, perhaps the killer of our query could be helpful." Kaz directs to the group. "Many beings resort to threats when they feel threatened themselves. Perhaps we could gain some insight, or at the least find out where the others may have gone."

Even as he tries to be the voice of reason, Kaz adjusts the quiver on his hip, preparing himself to be able to fight this threat if needed.

I am fine with the positioning as presented. I will try to stay about 40 feet behind them keeping an eye out for dangers.


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Sorry for my absence folks. The business trip I was on got very complicated in the last few days. But now I am home and should be back to normal posting. Let me catch up and post something later tonight or first thing in the morning.


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I'm a bit torn honestly. I see value in both ways. We assume that the larger force has the survivors we are looking to rescue, but we have no idea if they still have, or ever had, the artifact, which is the higher priority I think (though in character Kaz would put the siblings ahead of the artifact).

But a larger force tends to move slowly and more cautiously, so if we were to do a forced march, we may be able to catch up. We are dwarves, so we are at least a little more likely to handle the forced march better.

My vote would be to go east, but I just barely think it is the better option.


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Knowledge (nature): 1d20 + 10 ⇒ (8) + 10 = 18

Kaz looks briefly at the plant creature, though he is fairly certain he's never seen anything like this. It most definitely isn't your average berry bush but what would drive it to attack a band of orcs is beyond me,

"Seems like this plant may have done us a favor," Kaz says as he keeps an eye out for any other dangers, leaving the identification of this creature to Stigmar's superior intellect. "Stigmar, ever seen anything like this? Either in a book or in person?"


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Knowledge (local): 1d20 + 3 ⇒ (19) + 3 = 22 from favored enemy.
Survival: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16 additional bonus from Track.

Kaz looks over the orc bodies. ”Yes. Definitely Twisted Nails. Wretched beasts.” He curses under his breath but then turns to the fallen dwarves. ”Stag Father, watch over them please. They did not deserve this desecration.”
Kaz joins his fellow rangers in looking at the tracks. ”The orc prints are clear. We must follow them to bring them to justice. These horrors simply shatter the peace of community.”

Sorry about the absence folks. Thanks for your patience.


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Team,

I wanted to let you know that I will be traveling this weekend. Family wedding. I should have connection in our hotel but will be limited to my phone so I am not sure how much posting I will be able to do.

Enjoy the weekend, and for those in the US, enjoy the holiday. Thanks.


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Kaz lowers his head and whispers a prayer. "Erastil, watch over the lives of Ingrahild and Umlo. And if not their lives, then their souls."

Kaz stands along with his fellow Sentinels. "I trust in Barad's direction but the map may provide references we can find useful as well. We will return with this legendary hammer. As for our young brothers and sisters, we will return with them or those responsible for their loss."

Taking one of the wands as well as a portion of the vials, Kaz stand quietly for a moment with his thoughts. Those two had so much potential. Barad trained them well, Umlo was so proud when he bested me one on one. Their loss will hurt their clan, as well as the future of the Sentinels.

Nodding slightly to himself, Kaz turns to the doors. "Rhen, I am prepared to travel. When the others are ready, I feel we should leave with haste."


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Shadow_Fox wrote:

Kazidorr, I'm having difficulty accounting for the 8 feats. You have listed: Deadly Aim, Endurance, Erastil’s Blessing, Exceptional Pull, Improvisational Healer, Precise Shot, Toughness, Weapon Focus (longbow.

2nd level ranger gives you Precise Shot.
3rd level ranger give you Endurance.
1st level Hinterlander give you Erastil's blessing.
I gave you 1 bonus.
You get feats at 1st, 3rd, and 5th = 3.
Total: 7, but you have listed 8. What did I miss?

The Unstoppable racial ability gives you Toughness as a bonus feat.

So, the progression officially goes:
Racial Bonus - Toughness
1st - Weapon Focus
Combat Style - Precise Shot
3rd - Deadly Aim
Ranger Bonus - Endurance
5th - Exceptional Pull
Master Archer - Erastil's Blessing
Free Bonus - Improvisational Healer


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Kaz raises his pint in salute along with Stigmar. "Aye brothers. To the Sentinels." Taking a long swig of the ale he smiles at Rhen. "Keeping to one's self can be fruitful, but know that you are always welcome in the community when you need it."

"As for fresh air, I also need to walk under the open sky for sure."


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I have the sheet updated as well. For gear, I swapped my cloak and some magic arrows for a healer's satchel. Should be good to go from here on.


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I went with Improve Healer as the bonus feat (rather than change any other feat) and I have the updates mostly ready. I will finalize it tonight after work.


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Kaz pauses out in the hall, listening to the boisterous banter from within the chamber ahead. Seems Barad is in a good mood today. Thankfully Stigmar's skin is as thick as the chitin that protects his familiar. As his thoughts return to the real world, Kaz adjusts his blonde beard and the dagger at his belt.

Kaz resumes his entrance to the All-Seeing Chamber and smiles at his colleagues. Taking the elegant quiver from his back claps the stern dwarf on the shoulder. "Stigmar, pay no mind to Barad. He's just jealous that you have someone to help groom your beard."

Pausing only to lean across the table for a pint of ale for himself as he sits, Kaz continues greeting his fellow Sentinels. "Come to think of it Barad, I'm kind of jealous of him for that myself. I hope the break was as restful for you as it was for me."

Kaz takes a swig from his pint and looks around. "Any sign of Rhen yet?


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Shadow_Fox wrote:
Kaz. with the feat, a CLW potion would heal 13 damage out of combat - 18+5. No objection to the other changes.

Oh, yeah, that's how math should work... Thanks.


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Shadow_Fox wrote:
1. I understand completely that I did not select a healer for this game and you will have to rely on potions and wands for healing. The HOUSE RULE that I've used in my in person games, since I dislike rping an npc cleric, is that all healing outside of combat will be maxed out. So a potion of cure light wounds will heal 9 hps outside of combat. In combat, you roll for the healing. That rule is in effect.

How would this work with the Improvisational Healer feat? Would a potion of CLW heal 9 or 14 (assuming 5+ ranks in Heal skill)?

Shadow_Fox wrote:
6. Crafting rules are a headache for me and I tend to hand wave them unless it is something ridiculous like making full plate armor in a day. Just tell me what you want to craft and will let you know how long it will take. For example, Arrows - with a successful check and the wood, metal, twine, and feathers, you can make 20 arrows per day, costing you 5sp of materials.

I was more thinking of potions with this question. In theory with the RAW a character could in theory create a potion of CLW or CMW in one day (up to 500 gold of progress, with the hurrying rules) and a potion of CSW in two days. But with the other house rules I am not sure if creating potions will be as necessary.

I am still willing to take the Improvisational Healer feat and swap the skills to take heal instead. In addition, I'd like to swap out one level of Ranger for an second level of hunter to increase spells a bit. I think it could benefit the group and it doesn't change up the character concept really at all. Anyone object to the changes?


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For healing I have two changes now and a third in the long run.

I could swap out the Exceptional Pull for my favorite healer feat, improvisational healing. And I can swap out ranks in Local for Heal.

Later I could take Brew Potion to be able to make the potions I then use for better heals. Plus I am WIS focused (thank Erastil for that), so likely to be good at it somewhat.

Will also need to rethink some gear, but that shouldn't be too bad.

**EDIT** Two questions for the GM... 1) Which craft would be more appropriate for ARROWS? Weapons or Bows? 2) What is your opinion of the crafting while adventuring rules (shown below, bold is mine)?

The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours’ worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).


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Yes, thank you for the opportunity. Looking forward to this. Given that we have two rangers (though quite different styles) I think maybe I'd be willing to swap out favored enemy for something else, though I am open to suggestions as to what it should be. I'd also be okay losing Local in favor of Planes, since I took Outsiders as one of the favored enemies.

Beyond that I am open to other changes once we see the rest of the group chime in.

Let's go cut some giants down to size!


Submitting Kazidorr Emeraldcliff, Ranger and Hinterlander of Erasil.

Focusing on ranged combat and scouting (traps). He knows his way around mountains and has a strong bond with communities. Should be a great addition to provide ranged support.

Backstory and build is in the profile as normal.


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Sitting at a table towards the middle of the room a young woman glances around at the various patrons in the taproom. Seeing the three new comers crossing the room, her eyes can't help but be drawn to the elegantly dressed dark haired woman. She follows them with her eyes but then she is cut off by an older man, bald but fit.

"Duri, please help me out here!

Dorijann turns at her nickname, Duri. When Melati says it his accent makes it sound like Dori, though she knows the true meaning behind it. She stands to help him with the drinks he was buying and it seems some food as well.

Perhaps we should see if anyone here wants to join us. We can see about the stories we heard of this Beast on everyone's tongue. Anyone you feel would be best to ask.

Melati turns a little as he says this last bit, looking over at the table of three women. Dorijann blushes slightly but smiles.

I am using Dori's mentor as an introduction element but eventually they will part ways once the rest is established. If this is distracting or too much, let me know and I can phase it out quickly.