Valeros

Kellen Wrensler's page

723 posts. Alias of Alex Martin.


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Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

Kellen has spent some time looking at the crown during their journey, somewhat curious but it doesn't seem to ring any bells despite his examination. Kn: 1d20 ⇒ 18

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Kellen studies the map and the avoral's descriptions. At the discussion of the dragon, Kellen adds: "Sound like you did more damage than expected, Praxim.

At hearing the plan, Kellen rubs his chin in thought. "Before we go charging in at the dragon, what about the watchtower? If we are going into the valley, we'll probably need to make sure we aren't seen coming or going? So it's either more stealth or we take out the watch-giants first, perhaps?"


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

Hello - my apologies for being rather quiet. Had a family emergency that's had me occupied for about 10 days; then we have been prepping for Hurricane Matthew this week.

Looks all good for our area, but if there's a sudden outage, that's likely the reason.

I'll be getting back into step as much as I can today.


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

Hello all -

Was out of commission for most of the week, but now I'm back.

Looks like not much for me to do otherwise. ;-)

Carry on.


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

Kellen steps out of the shadowvoid, with a quizzical look on his face. He turns to Thordak with a smirk: "I'd swear by Cayden's Cup that patch of shadow-tree moss winked at us back there."

He adjusts his stance and after the walk to the Stairs, he merely stares intently on them for bit."Reminds me much of the Cyphergate in Riddleport - damn right imposing and makes me wonder what kind of secrets lie within it...not sure I want to know."

He nods at Aurora's comment."So - climbing the cursed thing or do we all fly up?


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

I think it was implied we took a Magnimar trip down south real quick separate from the main journey. Then we can make the trip without pausing - only stopping based on what the spell dictates. Maybe? Anyone?


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

I'm good to go...was waiting for the magic specialists to take point on this. If we can't make the Storval Stairs in one jump; maybe take two trips - one as far as Galduria and then a second to the Stairs or beyond.


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

Thinking, if necessary, make one trip as close to Galduria as we can. Rest for a day to recharge the spell as needed, then take a second shadow walk to the Storval Stairs area. That should help us get ahead of any of the giant raiders.


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3
Old Guy GM wrote:
Ok, now how are we getting there? The first major landmark is the Storval Stair. Let's get this moving! :)

Based on the measurements from the map, estimates for teleportation/shadowalk reference are:

Galduria's about 110 miles from Sandpoint; another 135 from there to the Storval Stairs; and roughly 70 more to the Iron Peaks maybe. if that helps.


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

At the exchange with Ameiko and Shalelu, Kellen sips on his drink as the conversation grows heated. There is a tension in his jaw; a slight shift in his seat - but he sits still. When the two of them have left, he takes a long draught and looks at Lym with a smirk: "Me uncle used to say: 'If you're gonna play with fire; you're gonna tempt the flame.' I ain't one to worry about such rules, but it sounds like you'd best stay to ice spells for awhile, eh?"

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Kellen keeps his own counsel during the trip to Thistletop. He looks around at both the damage and dereliction of the place with a keen eye. If anyone were to look his way, he seems to be looking for...something? But he follows the trio of Sandpoint's heroes wherever it leads. When confronted with the barghest, he starts to draw a sword - but the battle is over so quick that he barely pulls it from the sheath.

He looks over the room and goes to help Praxim with the remains with a practiced hand. At Tomaru's request, Kellen gives a wave to Praxim; and adds:"Go ahead, I'll keep watch on your comrades until you get back." He stays put and let's the others put unfinished business to rest - somehow satisfied in his own way at the matter upon their return.
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The shopping trip for him would be for a Potion of Fly; (2) Potions of Bull's Strength; and a packet of +1 Arrows.


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

Let's not delay for a shopping trip if I am the only one. Let's skip the trip to Magnimar and makes haste with other matters then. He'll buy the dozen +1 arrows in Sandpoint and move on from there. If Lym and Tomaru are busy, then Kellen will help out Praxim with his investigation instead. After hearing the tales, he feels a bit obligated and a bit curious to know what happened at Thistletop.

Aurora:

During the reconstruction, Kellen brings the gnome a warm kettle of tea for a break. "I had to coax Miss Ameiko into giving me some of her special blend...hope it lifts your spirits a bit."

He gives her a strong stare as she sips the tea, and adds: "If'n you don't mind me saying so, don't let regret harry you over that woodsman. I was there, and I can tell you couldn't have know better. If that man was smack dab in the midst of the giants, he would've been dead or worse at their hands. You saved a lot of people today...that's what balances the scales."

He seems to stare off for a moment and sips his tea. He brushes his leggings off; stands; and starts to move off. "Best get those supplies I need and get back here to give you folks a hand. I hope you enjoy the tea."


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3
Old Guy GM wrote:
Anyone else? Whole lotta silence here for the preparations.

Aside from the bane-arrows or plussed arrows, considering potions of bull' strength and fox's cunning. Maybe a scroll of true seeing. I think anything higher power is beyond my finances. Will probably apply the Boots of the Winterlands once we are near the mountains.


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

There's little else Kellen can do for defenses, but his interest is in finding some giant-bane arrows if they make a trip to Magnimar. Otherwise, he'll probably take the dozen +1 arrows available in town, if nothing else.


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

Kellen glances at the map and measures out the distances.

"Galduria's about 110 miles from here; another 135 from there to the Storval Stairs; and roughly 70 more to the Iron Peaks somewhere, if this map is right."

FYI - just took out the ruler and measured it - so those are estimates.


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

Kellen glances at map, and points to some of the locations. "How far can the shadow spell or teleports take us? Galduria's a trading town - fairly calm, but it does have a magic academy that dominates the place. Heard it has quite the reputation; maybe a good place to stop for magic items or information if they have seen any giants? After, that the towns on that route get a bit more sketchy up to the Storval Stairs."


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

K(Geography): 1d20 + 2 ⇒ (12) + 2 = 14
K(History): 1d20 ⇒ 18
K(Local): 1d20 + 5 ⇒ (9) + 5 = 14
K(History): 1d20 ⇒ 5

I was wondering the same - any chance we can use teleportation or that shadowwalk magic again?

How accessible is it to get magical arrows in town? What about giant-bane arrows?


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

Kellen takes a moment to retrieve the stone he found on Tetrakanus and also presents it to the assembled officials.

The stone is a head-sized boulder covered in ruins - some combination of arcane and Thassilonian. "One more thing, I found this on the body of the raiders' giant leader. It strikes me as a curious object; I'm guessing this might be what he was after during the attack. Have you ever seen anything like it before," he asks of the Sheriff, Mayor, and Priest.


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

Kellen takes the time now to present the documents involving Titus Scarnetti with Jubrayl Vhiski to the Sheriff and Mayor. "You may want save your concerns about the Scarnetti's at this point...seems they were hip deep in causing this town trouble. Maybe look at getting the Vhiski fellow out of your town as well. I'd guess he's Sczarni from the look of it."

He pauses and turns towards the Sheriff. "From what I gather in the interrogation with Giants, you seemed to know something about this Valley of the Black Tower they mentioned. Do you know enough to tell us how to find it?" He looks towards the rest of the town's leaders as well now. "Ain't much I can do about your nobles, but seems to me the first step in keeping Sandpoint safe is to find their base - maybe scout it; break supply lines; and take out the leaders if we can manage it..." He also turns at Thordak's suggestion and adds with mild smile:"... or maybe we'll just do that instead."

He finishes with the dour comment and look towards Lym: "I have the feeling Magnimar won't be sending you any support before they attack - we're alone on the front lines here. So any thoughts the wizard has on shoring your defenses I'd suggest you take as a good one."


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3
Dax Thura wrote:

I just had a Gamers flashback.

I steal his pants

LOL - I was thinking it as well. ;-)


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3
Old Guy GM wrote:
FYI, it'd be impossible to loot the leader without anyone seeing. The body is right next to everyone! How would remove a large-sized set of hide armor 'stealthily'? From a dead giant? 10' away? :O

Well, when I rolled high for the stealth and slight of hand, I guessed no one had noticed. When you put that way... ;-)


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3
Tomaru wrote:
The sheriff is back with the giants.

Yep - Kellen would want to wait until they are done with the Giants anyway to hand-off the documents. So, right now, it will keep until they are done helping the priest.


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3
Tomaru wrote:
He tells Kellen. "I knew it. No one has been able to prove anything before, but we all knew. Show it to the sheriff. He'll know what to do."

Kellen nods. "Fair enough; just thought I'd check with you first - you know this town better'n me. Also, the Sheriff might be more receptive to receiving mystery papers accusing a prominent family from a local hero than some stranger who just showed up."

On the ride back, he also points to a large rock stashed in the wagon - about the size of man's head craved in anicent runes. "I found that on the giant leader. It seems to have Thassilonian and magic runes on it, but I don't what it is. Any ideas or seen anything like it before?"

After they retrieve the woodsman's body (any info from Father Zantus on who he is?) and get back to the church, he'll make it a point to see the Sheriff and give him the documents - assuming Tomaru doesn't do it instead.


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

LOL - yea I did. I just didn't tell anyone lest it get the Giants riled up for Kellen to be rifling through the body in front of them. It's entirely possible nobody noticed in the mess. ;-)


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

OGGM:

Kellen gathers up the papers quietly and makes his way back to the others.

Kellen returns from his wandering to hear the conversation about the giants and moving the corpses, etc. "I'll help you, Father, with that if you like. Then we can head over to Tanner's Bridge for the other man. Tomaru, could you give me a hand with these folks..."

Tomaru:

As soon as they get out of ear-shot, Kellen hands him a sheaf of papers. "The Scarnetti's may not have been marked, but they were in deep with the local Sczarni thugs: arson, extortion, blackmail. What happened couldn't have happened to a more wretched lot; hopefully it makes these deaths more palatible. You may want to have the Sheriff arrest this Jubral fellow as well."

The papers reveal a series of notes from one Jubrayl Vhiski; detailing the Scarnetti plan to pay Vhiski and his thugs to burn down several of the mills in town to increase business for the Scarnetti mill. It would seem that Jubrayl then began blackmailing Titus Scarnetti; regular payments or Jubrayl would tell the authorities about his little arson plan.

Unless there is another plan, Kellen helps load up the bodies in the wagon and assist where possible. He leaves the parley to Lym and Praxim (he assumes) on information the giants share. He'll pickup the rune-boulder as well and put in the wagon for now.


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3
Tomaru wrote:
"See if they are marked." Tomaru tells good Father Zanthus.

Without saying much else, Kellen starts to wander near the Manor side - looking to see if he spots any documents or treasure that might have obviously come out of the Scarnetti household - trying to find anything that might hint at why they attacked this family as well.


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3
Lym Blackhand wrote:
"To my knowledge, these and one other," Lym says, grimly.

Kellen has remained where he stands with arms crossed - giving the giants a cold look as he watches them and the exchange taking place. He says little, though if anyone notices, he arches his brow skeptically at Lym's declarations of seniority but says little else about it.

"The other's a woodsman, far as we could tell - got caught in the crossfire. You'll find him northeast of town - near Tanner's Bridge," the man adds as answer to the Sheriff's question. He pauses and glances at Aurora with a quiet look and then adds: "I'll go get him for the priest once we're settled with this bunch; I know where he fell and there ain't no need for all of us to go." The emphasis is implied to spare Aurora the trouble.


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

Maybe I can get lucky with "you won't like him when he's angry" approach.


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

Sense Motive: 1d20 + 6 ⇒ (3) + 6 = 9
Intimidate: 1d20 + 6 ⇒ (15) + 6 = 21
Bluff: 1d20 + 7 ⇒ (18) + 7 = 25

Kellen steps around the body of Teraktinus as Lym is having her exchange with the giants. Ain't no getting out of here, neighbor," he adds with a drawl. He drops the rune rock to the side with a disdain as if it were simple garbage.

He looks at the giants with a mild smile and casual tone in his voice. He then points towards Thordak (off checking on Aurora from the looks of it). "Now, I tell you something, you've seen how mean that dwarf is - after all he just split your friend's skull and all. Imagine when I tell him you fella's are responsible for making his girlfriend over there cry. I mean...I saw him break an ogre's arms with his fists just for yelling at her...," he opens his hand and leaves the sentence hanging for implication.

"So help us out here; tell us what you know and I'll make sure my dwarf friend doesn't bother you...much. Why, I'm sure we don't even need to tell him about what you did...if you catch my understanding, neighbor. Otherwise, the wizard's going to be the least of your painful worries." Kellen crosses his arms and glances at the giants as if to put a conclusion to his suggestion.


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

Sure - you need roll for that?


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

OGGM:

Kellen sets aside the magic items for review. He examines the rock to see if he can read the runes. If it's in Thassilonian, he's proficient and should be able to read it. Otherwise: Linguistics: 1d20 + 4 ⇒ (5) + 4 = 9


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

Since Thordak and Lym have the giants well managed, Kellen quietly makes his way to search the fallen leader - trying to remain unnoticed as he can.
Although treasure is always of interest, he's more interested in finding any document, maps, keys that might provide more clues on troop movements or locations.

Stealth: 1d20 + 20 ⇒ (9) + 20 = 29
Sleight of Hand: 1d20 + 10 ⇒ (19) + 10 = 29


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

Lym - think you did fine. You were tactical damage - hitting where needed at key times vs. Aurora. She was more raw damage (she's like just like the epitome of "big things come in small packages" right now). As others have said, Tomaru's teleportation efforts and the added flight powers for all involved probably was the key to much of this.
And, of course, Praxim and Thordak are the best at what they do. And what they do best is commit mayhem....err I mean slay giants. ;-)

While I am OK with Kellen's less epic role and comedy, I could also ask whether he's being useful in a fight. The combination of not being a specialized class and dual classed means he's not going to be outputting the kind of damage others are. But I do question if I have missed something on damage bonuses along the way. Otherwise, maybe more a matter of feat selection for him at this point.

Kellen's coming off like Steve McQueen's character in the Great Escape. He's got all these plans on how to escape the prison camp, but nothing ever works out like he planned. He just kind of shrugs and plays it out until the next time.


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

It was well done, sir! Very interesting the way it turned out and I'm kind of relieved (despite the potential body count) that it looks like the town came away better than expected.


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

Before dropping down, Kellen looks and listens for any further attacks or invaders around the town. Perception: 1d20 + 15 ⇒ (4) + 15 = 19

Otherwise, he makes his way down to the others and assists with capturing the giants. If that has already been resolved, he'll do a check of Teraktinus for anything that might explain the assault or give further clues on the giants' plans.


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

Kellen arrives just at the tail-end of her spell and follows up on Lym's attack with a shot at one of the giants.

1d20 + 18 ⇒ (4) + 18 = 22
1d8 + 4 + 1 + 1d6 ⇒ (1) + 4 + 1 + (6) = 12


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

I guess that makes Kellen...Hawkeye?


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

Well, hopefully we get some plus points for saving folks from being bear and dragon snacks as well.


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

Seeing the giants in front of the brewery flash-fry, Kellen carries on - moving towards the reinforcement giants at the Boggy Creek bridge attacking Aurora.


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3
Old Guy GM wrote:
So I hope that this isn't making it too heavy. I wanted an epic raid feel, where the stakes are high. There are some really good RP opportunities in this, both now (see Aurora's post on the dead hunter), and in the future. Suffice to say you won't be the heroes of Sandpoint if you don't act like them, and remember you can't please everyone.

It's all good stuff, OGGM. My comment was just more of an "oh crap....we are in trouble" and not from the giants so far. We fell into a bit of a "Knights of the Dinner Table" scenario (if you know that reference) as I see it.


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3
Praxim wrote:
We probably won't be the heroes of Sandpoint anymore.

Just picturing that comment with *Sad Trombone*


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

Well - that bit of info about the ex-people in the sacks kind of put a downer on the rescue. I wonder how many of the big families just had an inheritance turn over?


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

Kellen points towards the giants heading for the brewery. Deciding to try and keep their assault at a minimum, hHe alights near the brewery's roof (39 if possible; 38 as an alternative).

He opens fire with his bow at the lead giant; hoping to pull their attention. Can I get an attack roll that isn't below 9 just once this fight?

1d20 + 18 ⇒ (2) + 18 = 20
1d8 + 4 + 1 + 1d6 ⇒ (2) + 4 + 1 + (6) = 13


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3
Praxim wrote:
Fly potions usually last 5 minutes, so he has plenty of time.

Nevermind then on other options, he's off and flying at maximum speed southward.

Aurora Ulfurdottir wrote:


boneshatter, [dice=damage]11d6 and target is exhausted, Fort save DC 22 for half damage and to be fatigued instead of exhausted

Well that's a nasty piece of work. :-0


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

How long does the fly potion last that you gave Kellen, Tomaru?
It was quaffed around round 2, so if we are at round 8 or 9, how much more would he get out of it?

If that's not an option, and there's not a mount to be found, then I guess Kellen's hoofing down the street. That's going to be 10 rounds if that if that is the case.


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

"Everyone, alright?"Kellen calls out to the townsfolk. Even as he does so, he scans for a mount he might be able to use to follow the others southward - not knowing exactly where they are yet.

Otherwise, he yells to Praxim and then dashes south (towards 35 for now) to see if he can get a better look at what's going on.

This assumes that the potion has worn off after 10 rounds - since Tomaru gave me the impression it wasn't that long lasting.


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

Kellen winces at the bear's blow. With his back against a literal wall, he squares himself and starts at the beast to keep it from attacking any townsfolk.

Round 8
Falcata: 1d20 + 12 ⇒ (5) + 12 = 17Damage: 1d8 + 5 ⇒ (3) + 5 = 8
S. Sword: 1d20 + 14 ⇒ (7) + 14 = 21Damage: 1d6 + 5 ⇒ (2) + 5 = 7

Round 9
Falcata: 1d20 + 12 ⇒ (11) + 12 = 23Damage: 1d8 + 5 ⇒ (8) + 5 = 13
S. Sword: 1d20 + 14 ⇒ (6) + 14 = 20Damage: 1d6 + 5 ⇒ (6) + 5 = 11


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3
Old Guy GM wrote:
He just manages to hit the wall at waist height. His torso is over, but his legs dangle behind him.

This sounds epic in the retelling: Thordak, Thomaru, and Aurora slay giants; Lym and Praxim defeat a dragon; Kellen gets taken out by a stationary wall and a bear. ;-)

Two options to take:

*If bear is still alive with Praxim's arrow, then Kellen will take a swing with his sword (whatever penalties apply).
Sword: 1d20 + 14 ⇒ (8) + 14 = 22
Damage: 1d8 + 5 ⇒ (4) + 5 = 9

*If the bear drops under Praxim's arrow, then Kellen will attempt a flip over the wall and descend the wall so he can go after the other bear.
Acrobatics: 1d20 + 8 ⇒ (5) + 8 = 13
Fly: 1d20 + 3 ⇒ (17) + 3 = 20


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3
Old Guy GM wrote:
It is...if you can fly. Requires a Fly skill check for flying at greater than 45 degree angle.

Sssuming the potion hasn't worn off yet by my count, so:

Fly: 1d20 + 3 ⇒ (7) + 3 = 10


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3
Kellen Wrensler wrote:

...Kellen says before he charges around the wall; yelling at townsfolk to clear the area; and looking for the bears...

If he can take out the bear he wounded, that's fine. Otherwise, he'll take a crack at the closest one.
[dice=Bow]1d20+19
[dice=Damage]1d8+4+1d6+2

It just occurs to me that might be more feasible to fly over the wall instead of around it. If that is doable, please note that adjustment from my previous statement as to getting around the wall.


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

"Thanks for your help, Miss Ameiko," Kellen says before he charges around the wall; yelling at townsfolk to clear the area; and looking for the bears. Seeing the others heading south, Kellen just nods and turns his attention to the remaining bears.

If he can take out the bear he wounded, that's fine. Otherwise, he'll take a crack at the closest one.
Bow: 1d20 + 19 ⇒ (2) + 19 = 21
Damage: 1d8 + 4 + 1d6 + 2 ⇒ (1) + 4 + (4) + 2 = 11


Male Human Rogue 7/Fighter 4; HP: 93/104; AC:24/T18/FF24; Fort+9 Ref+10 Will+5; Per +15; Init +3

No worries - just waiting with baited breath. ;-)

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