Boggard

Kee-rik's page

183 posts. Alias of Distant Scholar.


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Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

:-(


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Kee-rik's pretty good at it.

Kee-rik will try to get everyone to where we want to go.

Survival #1: 1d20 + 9 ⇒ (2) + 9 = 11

Survival #2: 1d20 + 9 ⇒ (6) + 9 = 15

Or not.


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

General Heal check, in case it's useful:
Heal check: 1d20 + 3 ⇒ (8) + 3 = 11

Kee-rik hops over to whichever of the sick seems (in his opinion) to be the worst off. He concentrates, murmurs, and asks for the Goddess to aid these ill folk.

============================

I'm not sure exactly how our illustrious GM wants to handle this, but here's the idea:
Kee-rik will use an action point and/or his daily use of his Chosen of the Goddess ability to either cure or diagnose the illness these people have.

The spell remove sickness (Druid 1) would be great, if Kee-rik could get a "mass" version that would affect everyone that is ill.

Possibly more useful and/or reasonable is diagnose disease, which could help the others, since they all have the same sickness.

  • Justification #1: Kee-rik's Chosen of the Goddess trait gives him some level of magical access to the Goddess
  • Justification #2: Under uses for hero points, it says
    Hero Points wrote:
    Special: You can petition the GM to allow a hero point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster)...

I'm not sure how well it will work, but I want to give it a try. Let me know what resources the attempt uses up.


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

"We go."


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Rest up, and let us know when you're good to go. [That "Special" in the hero point section gave me an idea about the bad food ...]


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3
Rodolpho Santiwale wrote:
"Maybe we can find some sort of cure, or at least a clue, in her hut. I hope there's something we can do for the pretty lady and her followers."

Kee-rik climbs up onto shore. "Sorry."


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

I must admit that I have completely forgotten and need a reminder: How are Hero points being handled?


  • What version of them are we using?
  • How can one spend them?
  • How can one gain them?

I've never used hero points before, so I don't think about using them. I think I need to try them out and get a feel for them.


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3
Kee-rik wrote:
How far under the water are Kee-rik and the hag?

nvmd


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Fort save: 1d20 + 5 ⇒ (18) + 5 = 23

Kee-rik, holding his breath, swims forward (5 foot setp) and returns the hag's favor.

bite: 1d20 + 7 ⇒ (13) + 7 = 201d6 + 2 ⇒ (1) + 2 = 3
claw 1: 1d20 + 7 ⇒ (17) + 7 = 241d3 + 2 ⇒ (3) + 2 = 5
claw 2: 1d20 + 7 ⇒ (14) + 7 = 211d3 + 2 ⇒ (1) + 2 = 3

No, Kee-rik can't breathe underwater. Yet.


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

How far under the water are Kee-rik and the hag?


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Just in case Kennen doesn't take care of things on his turn...

Kee-rik full attack!
bite!: 1d20 + 7 ⇒ (16) + 7 = 231d6 + 2 ⇒ (6) + 2 = 8
claw!: 1d20 + 7 ⇒ (16) + 7 = 231d3 + 2 ⇒ (1) + 2 = 3
claw!: 1d20 + 7 ⇒ (4) + 7 = 111d3 + 2 ⇒ (2) + 2 = 4


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

AoO bite!: 1d20 + 7 ⇒ (15) + 7 = 221d6 + 2 ⇒ (2) + 2 = 4

Add an extra 2 to each if Kennen's Encouraging Roar affects the attack.


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Kee-rik snaps at the hag before she enters the water:
bite: 1d20 + 9 ⇒ (11) + 9 = 201d6 + 2 ⇒ (3) + 2 = 5

and tries to keep sight of her as she goes under:
Perception: 1d20 + 9 ⇒ (19) + 9 = 28

Kee-rik chases the hag into the water [30' swim speed], catches up, and tries to bite her again.
bite: 1d20 + 7 ⇒ (3) + 7 = 101d6 + 2 ⇒ (2) + 2 = 4

Edit: I think I moved Kee-rik appropriately on the map.


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Oh, I forgot Kee-rik is flanking. Add another 2 to the attack rolls (so 12, 18, 18).


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Kee-rik tears into the blasphemous hag.

Bite attack!: 1d20 + 7 ⇒ (3) + 7 = 101d6 + 2 ⇒ (5) + 2 = 7
Claw 1 attack!: 1d20 + 7 ⇒ (9) + 7 = 161d3 + 2 ⇒ (1) + 2 = 3
Claw 2 attack!: 1d20 + 7 ⇒ (9) + 7 = 161d3 + 2 ⇒ (1) + 2 = 3

Looks like someone replaced our d20 with a d12 again.


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Initiative: 1d20 + 7 ⇒ (1) + 7 = 8

If Kennen looks like he is having trouble keeping his head above water, Kee-rik will go help him. Otherwise, Kee-rik will move up as close as he can to the hag in a single move action. He has both a 30' swim speed and a 30' walk speed; I'm not sure how it works if using more than one movement mode in the same move action.

If after moving he is close enough to be heard at a normal speaking voice, Kee-rik will say to the hag, "Bog belongs to The Goddess, if anyone."

If he is close enough to attack at the end of his move, he will bite the hag; otherwise, he will ready a bite for whenever an enemy gets close enough. [If the goblin isn't attacking, I won't count it as an enemy.]

Bite attack: 1d20 + 7 ⇒ (16) + 7 = 23
Bite damage: 1d6 + 2 ⇒ (4) + 2 = 6
Counts as magic, if important

Edit: removing grammar


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Do I need another Stealth check for the second round?

Stealth: 1d20 + 17 ⇒ (3) + 17 = 20


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3
GM IronDesk wrote:
Kee-rik slips into the murky waters just east of the hut and begins slowly swimming across. (2 rounds to cross, stealth check please)

Stealth: 1d20 + 17 ⇒ (14) + 17 = 31

I'm assuming this counts as swamp or forest. If not, subtract 4.


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3
GM IronDesk wrote:
Kee-Rik: concealed, looking for another way to sneak onto the platform the hut is built on. With his natural swim speed and high stealth he could likely do it by circumnavigating the platform and coming at it from the side or rear. Lets assume that's what you were doing and place you 30' away from the jetty and ready to slip unseen into the water.

Sounds good to me!


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Kee-rik is trying to find a way to sneak onto the platform, but 40 feet of water is a long way...


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

I'll also be out of town for a few days (not quite as long as Kennen). I'll post as I can.


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Water? Trees? Kee-rik gives Rodolpho a puzzled look at his "not an easy approach" comment.


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Kee-rik silently comes along.


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

None of these are trained, but I think that only matters for Knowledge (Local).
Sense Motive: 1d20 + 3 ⇒ (18) + 3 = 21
Heal: 1d20 + 3 ⇒ (11) + 3 = 14
Knowledge (Local): 1d20 + 0 ⇒ (5) + 0 = 5

Kee-rik is his usual small unassuming self, not actively hiding but still probably easy to overlook.


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Kee-rik stays his usual silent self.


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Kee-rik agrees to moving quickly to the red circle area, then searching carefully.

Survival aid: 1d20 + 9 ⇒ (13) + 9 = 22


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3
GM IronDesk wrote:
What!?! You are going to trust a talking dog?? Varamar''s rant takes on a desperate tone as his cage starts to ratchet slowly back into the murky water. [ b]. You're making a horrible mistake! You need me! You haven't heard the last of Vara...glub glub glub...[/b]

.

This is classic come-back-even-stronger-than-before-next-time territory here. We're pretty much asking for it.

But, it's not bad to play along with the tropes every once in a while.


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Some weirdness with edited and deleted posts happened...

Kee-rik is already sure he doesn't trust Varamar ...

Sense Motive: 1d20 + 3 ⇒ (7) + 3 = 10

... and doesn't notice anything that would change his mind.


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Kee-rik pipes up. "Thoa led crocodiles away from back door for us. Probably safe."


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Kee-rik is there, although hard to notice. He's not adding anything to the conversation.


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Level 3

Evolution: Glide
Enhanced Natural Attacks
+1 BAB, +1 Will
Fav class: skill point
Skills: Acrobatics, Fly, Perception, Stealth, Survival
Feat: Improved Initiative

I don't remember how we're doing hit points (average+.5?)

I'm also assuming the Glide evolution gives me access to the Fly skill. ("You cannot take ranks in this skill without a natural means of flight or gliding. Creatures can also take ranks in Fly if they possess a reliable means of flying every day (either through a spell or other special ability).)


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Third level! Woo! Feats, don't fail me now!


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

If I'm understanding the map correctly ...

Kee-rik will hop off the stairs onto boxes, then off the boxes onto the floor, then move towards the hobgoblin boxed in by the dogs.

Acrobatics, as needed: 1d20 + 7 ⇒ (7) + 7 = 14

I don't think Kee-rik can get to melee distance with the hobgoblin with a single move action.


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Let's try some more shredding.

Should I be adding an attack bonus for "higher ground"?

Bite!: 1d20 + 5 ⇒ (9) + 5 = 141d6 + 1 ⇒ (2) + 1 = 3
Claw 1!: 1d20 + 5 ⇒ (5) + 5 = 101d3 + 1 ⇒ (3) + 1 = 4
Claw 2!: 1d20 + 5 ⇒ (14) + 5 = 191d3 + 1 ⇒ (3) + 1 = 4


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Not sure this is quite right, tactically, but ...

Kee-rik will step forward (5-foot step) and attack the entangled goblin. [Kee-rik is guessing this will give further cover from the goblins and hobgoblins that have entered the room.]

Bite!: 1d20 + 5 ⇒ (15) + 5 = 201d6 + 1 ⇒ (5) + 1 = 6
Claw 1!: 1d20 + 5 ⇒ (16) + 5 = 211d3 + 1 ⇒ (2) + 1 = 3
Claw 2!: 1d20 + 5 ⇒ (12) + 5 = 171d3 + 1 ⇒ (2) + 1 = 3


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3
GM IronDesk wrote:
If by normal you mean the same size as Kee-Rik, then yes. (That is, they are size Small creature). Hobgoblins on the other hand are Medium size.

To Kee-rik, that's normal sized. :-)


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Hmm ... Goblins are normal-sized, right?

Kee-rik will ready a net to throw at the first goblin that comes within range.


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3
GM IronDesk wrote:
Kee-rik, I assume you are holding your action for a target?

That would be correct.


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

"Rare I on higher ground. Choke point better than open. Inside at top of stairs?"


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

"Don't know turret. Might hit dogs. Back down, they come to us?"


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Kee-rik will again attempt to take down the hobgoblin he's next to.

bite attack; damage: 1d20 + 5 ⇒ (4) + 5 = 91d6 + 1 ⇒ (6) + 1 = 7
claw attack 1; damage: 1d20 + 5 ⇒ (4) + 5 = 91d3 + 1 ⇒ (2) + 1 = 3
claw attack 2; damage: 1d20 + 5 ⇒ (16) + 5 = 211d3 + 1 ⇒ (1) + 1 = 2


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

I guess I thought the hobgoblins were adjacent to each other. [I didn't see the arrow on the map before.]


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Should Kee-rik get an AoO on the charging hobgoblin?


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Sorry for the delay.

Kee-rik will do a standard action charge at the nearest hobgoblin, blocking a direct path to the archer and making room for those coming up from below in the process.

Charge attack bite!: 1d20 + 7 ⇒ (1) + 7 = 81d6 + 1 ⇒ (2) + 1 = 3

And, since he has the initiative, he'll do his best to eliminate whatever hobgoblins he can get his claws on.

Full attack bite!: 1d20 + 5 ⇒ (17) + 5 = 221d6 + 1 ⇒ (5) + 1 = 6
Full attack claw 1!: 1d20 + 5 ⇒ (14) + 5 = 191d3 + 1 ⇒ (3) + 1 = 4
Full attack claw 2!: 1d20 + 5 ⇒ (7) + 5 = 121d3 + 1 ⇒ (1) + 1 = 2


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

"Up tower, then? Kee-rik heads up the stairs, again all quiet-like.

Stealth: 1d20 + 12 ⇒ (6) + 12 = 18


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

"If must," Kee-rik intones sadly. Kee-rik goes out into the main room, leaving Rodolpho to finish the ill hobgoblin off, under the pretense of being on watch. Kee-rik's thoughts tumble through his mind. He doesn't want to be around when the deed is done. Does that make him a coward? Maybe.


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Yay, a moral dilemma. Kill the sick, helpless hobgoblin, or not?


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

"OK." If no one else does, Kee-rik makes sure to get the coins, the arrows, the feather token, and the rings. He'll want to break the longbows and release the dinosaur, if no one objects; maybe tear up the armor, if there's time.

Edit: I didn't realize there were interior doors in the tower. We may want to deal with those, first.


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3
GM IronDesk wrote:

Of course, there is also this...

GM Irondesk wrote:

Perception DC12:

*A scorpion has been positioned on the top of the tower.
Perception DC 18:
Two guards stand a quiet vigil atop the tower, near the siege weapon.

Those would be above us, yes?

"Any archers here?" Kee-rik asks the group.

How far away are the camps from where we are, as the arrow flies?


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

"Dolph. Dogs in courtyard. Many goblins." Kee-rik looks to see what sort of vegetation is in the courtyard.

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