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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
![]() 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:
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:
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.
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
![]() 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?
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
![]() 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
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
![]() Just in case Kennen doesn't take care of things on his turn... Kee-rik full attack!
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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
![]() Kee-rik snaps at the hag before she enters the water:
and tries to keep sight of her as she goes under:
Kee-rik chases the hag into the water [30' swim speed], catches up, and tries to bite her again.
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
![]() Kee-rik tears into the blasphemous hag. Bite attack!: 1d20 + 7 ⇒ (3) + 7 = 101d6 + 2 ⇒ (5) + 2 = 7
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
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
![]() 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
![]() None of these are trained, but I think that only matters for Knowledge (Local).
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
![]() 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
![]() Level 3 Evolution: Glide
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
![]() 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
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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
![]() 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
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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
![]() 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
![]() 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
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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
![]() 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
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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
![]() "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
![]() "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:
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?
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