Valeros

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479 posts. Alias of Nazard.


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HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Kev follows, also eager to get a look at the man they'd be trying to kill tomorrow. "I sure hope he doesn't turn out to be a charming, friendly, decent chap," he whispers to the others.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

"It would be a refreshing change to actually know what we'll be facing in advance of facing it," Kev says, looking about for the audience entrance to the arena.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

"That's a shame you and Thraxius aren't getting along at the moment. You and he must have known each other a long time. Falling-outs between friends can be the hardest. Why, I'm sure you've seen him in your arena so much, you could probably tell what he was going to do before even he knows it. Probably good that you aren't betting, really. After all, it probably wouldn't be fair for you to take sides, and I'm sure you wouldn't want any harm to befall him, even if you have had a falling out."

Do I need to spoiler the subtext of that little spiel, or do we all know what Kev is really saying here?;)


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Did we ever find out if this Thraxius will be in the ring with them, or will they just be fighting summons?


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Knowledge Local: 1d20 + 7 ⇒ (9) + 7 = 16

Kev spots their target, but does his best not to give away which statue interests them.

Bluff:1d20 + 11 ⇒ (13) + 11 = 24


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

So we're using silver and cold iron blanches for fighting outsiders? That works. Is there any value in protection from evil, given that the warding effects are broken as soon as we attack the summoned creatures?


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Is there any way we could get a magic circle against evil going, or at least multiple protection from evil spells (a good thing to have in a wand). The protection ends as soon as we attack, but it would let us prep unmolested, and maybe keep Addie safe from attack while she buffs, heals, and crowd controls.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Kev nods his agreement as well, though not so eager to be fighting devils any time soon.

During the down time, he'll ask Morghrim if there's anything he can buy that will help deal with the infernal creatures' resistances (aka, bypass DR).


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

"Are mortal combatants allowed to take the battle to the conjuror? I think your purse would be even greater if your champion were in the pit himself."


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

"Hey, now, slow down. Let's figure out what you're getting us in for!"


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Kev does a double take as the new guy just blurts out the goal of their quest without so much as a pause.

"Our next production. Noble House Thrune's great victory over the Pathfinder Lodge and expulsion of the meddlesome Pathfinders. We're searching the city for drawings, paintings and statuaries, as research," he turns to Sejanus, "Though I didn't think we were looking today. We came her for relaxation. Work is tomorrow, remember?"

Bluff: 1d20 + 11 ⇒ (3) + 11 = 14 Sigh. Why bother?


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

"Just with my axe blade, but I don't think that would be productive."


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

"Handsome?" Kev asks, glancing at Morghrim and back with raised eyebrows. "Reserved?"


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

"Maybe our captured glaive can talk some sense into the thing."


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

"I have a suggestion," Kev says, hefting his axe.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Oh no, Valeron, please don't recon it away. I honestly thought it was a genius move that says, "I used to be a lawyer for Devil-worshippers, this stuff doesn't faze me when there is paperwork to deal with."


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

If Kev looked shocked at the appearance of the head, it was nothing compared to his face now that Valeron has started rummaging through paperwork. "Are you seriously worrying about some scrolls when there's a f#&$ing screaming decapitated head just lying right there? Pardon the pun, but doesn't that just scream, 'Examine me first, I'm a little unusual!'?"


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

"What the...?" Kev hollers as the disembodied head nearly rolls into him. He stumbles back and fumbles his axe into his hands. If no ill effects become immediately apparent, however, he stays his hand.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Kev will aid another, being an extra set of hands working at the tiefling's direction.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

"Either way, whatever Thrune opposes, we support, and if Thrune opposes Pathfinders re-entering Delvehaven..." Kev let's the thought trail off to its obvious conclusion.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

But if Kev takes the scarab, that lowers his share by 2500, since he took another item.

So that leave him enough for a +1 great axe.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Kev will be looking for a belt of constitution +2, assuming he has enough, otherwise a +1 resistance cloak and +1 great axe.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Just realized that Kev probably should take the golem babe scarab.

Can you recalculate those shares assuming he takes it and it doesn't get sold.

Edit: Errrrr...that should be golem baNe scarab. Damned auto-correct...


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

He isn't going to be owed anything from future shares. There was enough loot to cover what Valeron got and more.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

SLEEP!!


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Sorry, all, hadn't realized we restarted. Lost my dot.

Kev is equally relieved to be home, even more so once he has cleaned himself of the muck of the Knot. He helps answer questions, and looks saddened as the subject of Wart comes up. "We will need a memorial of some sort. Maybe a service. His sacrifice deserves honoring."


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Can you blind-fold a glaive...?


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Here too.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

There's also the possibility that they may need to interrogate this glaive as a prisoner. Asmodean tactics and lore, etc.

Either keep it or send it off to be redeemed. The hit to the loot would hurt, but just selling it to Joe Blow Asmodean in Westcrown would be folly, especially if they bring it back to their headquarters first!!


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Or could Valeron design an infernal contract against incriminating or harming them that would be binding to the Asmodean glaive?

Cause using the devil's own tactics against him always works so well in literature. [/sarcasm]


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Of course, the glaive is intelligent. Do we really want it spilling the beans on where we got it?


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Thanks, Addie. That's a huge help.

Ignoring consumables (which might as well be considered party treasure unless one of us just decides to walk away from the AP and take the stuff with them), it looks like the following folks have already claimed the following:

Addie: pearl of power II (4,000 gp), handy haversack (2,000 gp)
Valeron: +1 defending longsword (8,315 gp), +1 ring of protection (2,000 gp)

Currently assigned consumables:
Addie: Scroll of Dispel Magic, Scroll of Chill Touch, Scroll of Command Undead, Scroll of Ray of Exhaustion, Scroll of Vampiric Touch, Scroll of False Life, Scroll of Detect Secret Doors, Wand of Cure Moderate Wounds (33 charges)
Valeron: Wand of Restoration (11 charges)
That leaves unclaimed:
Intelligent glaive (???? gp)
rope of climbing (3,000 gp)
unknown longsword (???? gp)
+1 cold iron battleaxe (4,320 gp) (not sure if the masterwork component costs double as well, so maybe 4,620 gp) (maybe somebody with HeroLab could check on that)
minor crown of blasting (6,480 gp)
ring of feather fall (2,200 gp)
unknown magic item inside ivory box (??? gp)
brownish-red metal wand

And stuff presumably to be sold:
books (2,400 gp)
Andoren Philosophy book (200 gp)
Osirion journal (230 gp)
Libra Malfactum (400 gp)
1300 gp
Ivory box (800 gp)

The Drowned Jabe and Asmodean Holy Symbol should probably be kept in case they come in handy in the future. The Crux is a definite keeper, obviously. Not sure if the intelligent glaive is worth keeping or not, that's up to Morghrim.

Kev could take the rope of climbing and the magic battle axe.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

I'll have the time after the week-end, once I'm off work for two months. Do we have a comprehensive list anywhere?


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Kev warns everybody to stand well back, takes a deep breath, then works on the lock on the spell book.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Kev will push himself up from the floor to help inspect the items.

Taking 20 for a 27 to search the ivory box and spellbook for traps.
Disable Device for box (if needed): 1d20 + 10 ⇒ (14) + 10 = 24
Disable Device for spell book (at least to open the lock): 1d20 + 10 ⇒ (16) + 10 = 26


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HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Kev is updated. 4th level rogue, taking Power Attack as a "combat trick" rogue talent and now he sneak attacks on a charge! Awesome sauce!

Now Kev can rush into melee, raging for a -2 AC penalty, charging for another -2 AC penalty, and flail about with his 10 Constitution. The genius of my character design is truly impressive.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Hit points: 1d8 ⇒ 3

Oh well. Could have been worse.3 plus favoured class for 4 new hit points.

Raging Vitality would be nice, but you have to have a 15 Con for it, which he can't get any time soon without a +6 Con belt.

Yet another reason why barbarians with 10 Constitutions are less than optimal. Kev is, shall we say kindly, far from optimized.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Kev picks himself up out of the muck, spitting out the mouthful he took, wobbles over to the side of the pit, collapses against a wall, and nearly passes out again.

"Go, have fun, search. Don't mind me. Don't spring any traps."


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Kev definitely needs a Constitution enhancing belt ASAP!!


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Well, if Kev delays until after the healers, is that a minor enough fudge to keep Kev with us?


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

At this point, without at least 7 points of healing, Kev will die before the round is out. If it ends up healing the King a bit, that's not so bad. On the other hand, even if Valeron does save Kev with some healing, the King is likely going to kill him anyway, so it's probably a moot point, unless somehow Kev and Morghrim managed to hurt it enough to kill it, in which case a cure moderate will be enough to save him.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Kev grits his teeth as large chunks of his body suddenly go missing His vision goes red as he glares at the devil creature.

Fort save: 1d20 + 6 ⇒ (3) + 6 = 9
Attack: 1d20 + 9 + 2 - 2 ⇒ (19) + 9 + 2 - 2 = 28
Damage: 2d6 + 7 - 2 + 2d6 ⇒ (1, 1) + 7 - 2 + (1, 2) = 10

"Ack! Valer-" he gasps, as consciousness begins to flee...


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Kev holds up, "Hurry!" he snarls at the dwarf, though Morghrim doubts the ire is directed at him personally.

Once Morghrim is in place, he snarls, "All right, you overgrown calmari. Time to die!"

Fort save: 1d20 + 6 ⇒ (19) + 6 = 25
Attack: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
Confirm: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
Damage: 2d6 + 7 + 1d6 ⇒ (5, 4) + 7 + (3) = 19+sickened
Extra if the thing's AC penalty is enough...: 2d6 + 7 ⇒ (4, 4) + 7 = 15


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Not to look a gift horse in the mouth, but 14 hits this thing?


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

In that case...

Move action to feint in combat: 1d20 + 10 ⇒ (14) + 10 = 24
Round 4 attack: 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 2d6 + 7 + 1d6 ⇒ (6, 1) + 7 + (2) = 16 + sickened

Kev (likely) manages to fool the devil into opening himself up, but is unable to get through the monster's thick hide. He then takes a 5-foot step towards the area mentioned previously.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Fort save: 1d20 + 6 ⇒ (19) + 6 = 25

Kev, suddenly much larger, takes advantage of the devil's pinned state, and brings the axe down hard on the devil.
Attack: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 2d6 + 7 + 1d6 ⇒ (1, 6) + 7 + (4) = 18 and sickened for 1 round (thug ability, no save).

Kev then backs up to D8-E9 out of the muck, but still within reach thanks to his handy dandy new size.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Does Morghrim go before Kevorin, because if so, I need to add 2d6 sneak attack and 2 bleed to that last strike?


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Fort save: 1d20 + 6 ⇒ (19) + 6 = 25
Kev reaches over, rips the battle axe from its bindings and brings it down at the devil.
Attack: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d8 + 6 ⇒ (2) + 6 = 8


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

What kind of action would it be to get the axe from Morghrim?


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Acrobatics: 1d20 + 9 ⇒ (15) + 9 = 24
Fort save: 1d20 + 6 ⇒ (2) + 6 = 8

Kev tumbles past Morghrim to space F7, splashing into the muck and feeling a bit queasy from it. He swallows the bile and tries to bring his axe into the amalgam.
Attack: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19
Damage: 1d12 + 6 - 2 ⇒ (7) + 6 - 2 = 11

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