Azmur Kell

Magnes Coalbrow's page

737 posts. Alias of Movin.


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Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

I commend you for your honesty, too often folks running stuff like this try to force themselves to keep on when they've lost the heart for it.
Games like this require a lot out of the person running them, especially homebrew settings.
I'm going to miss Magnes, as he is one of my more established characters.

Bevis Mheron would be my first choice as the noir vibe he gives off with his history appeals. He's the closest pick in the list for how Magnes worked in this game.
So I think I'll give someone else the opportunity to pick him as I've been playing Magnes for this long and I know that I'm likely not the only one to enjoy that type of character.

I'm thinking Kara Sitala your diplomat/healer could be interesting that or Juna Kalaris your guard

I'll echo in saying that while I'm fine with doing Pregens while the world is build and the rules for customized creation laid down I'd like the chance to build my own character once such an option comes available.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Alrighty, I shall be here.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

So who are we waiting on to move this forward?


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Hot damn do nightmares move fast. Assuming no one has any clever tricks to pull with immediate action hero points Stross is 450ft away from us following his taunt. Pretty sure that out ranges even Kevroths gun.
King Arathos is the king of Bhelskar, right?
I'll be spending my hero point to act out of initiative think I have 1 left over now. When are we going to get more of those by the way? Bhalur, Arukara, Kevroth. If you all felt like joining in on this we might be able to drop him. He's already taken 61 damage after all. Kevroth in particular could spend a grit point to hit touch AC and blast him with a Double barrel shot. He wouldn't be running if he wasn't heavily injured after all

Magnes, ever the gentleman lets the villain have his moment before sending a flask of boiling burning liquid at his broad back.
bomb: 1d20 + 6 - 4 ⇒ (10) + 6 - 4 = 122d6 + 3 ⇒ (6, 4) + 3 = 13 -4 penalty for being 50ft away.Though as it hits Touch AC that still ought to land.
"Taunt when yer' foes are dead or crippled, ya pot metal clad coward!" The Dhouvarr shouts in retort at the black rider.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

I believe the term I used to refer to Sabrik's posting speed previously was "Spider with jet packs for legs".


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Magnes wipes the blood off his spear tip and nods in the direction of his allies.
"Right, now we go hunt that knight. He won't have gone far, an ah' dont much fancy having him as a recurring foe. As I can't imagine he's the type to let ah grudge go."
The Dhouvarr says as he begins walking up the steps.
" Keep an eye out for fresh blood. He didn't walk out of here without wounds that ought to show us where he went. Well assuming we don;t just spot his bubble of darkness."
Magnes will head up the stairs and see if he can't follow in the direction of Tall Dark and Clanking.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Magnes sighs as he hears Rhialla's proclamation moving to a better position and lancing his spear toward the bugbear Ornthalas was still battling.
"Y'no that giving that man false hope is cruel right? With all he and his have done today putting yourself between him and the judgment the Ghost bears and the Koroku are going to pass is suicide."
Attempting to move to flank with Ornthalas. I'm hoping thats possible with a 20ft move speed and a reach of 15 with my spell powered noodle limbs.
Stab: 1d20 + 9 ⇒ (18) + 9 = 271d8 + 5 ⇒ (7) + 5 = 12 The dwarf punctuating with a flourishing removal of his weapon.
" If you have something in mind that might satisfy them without his death you might want to start by bouncing the idea of Arukara there, she might be able to tell you how well it'd go over with everyone else. It'd be great if that could happen, then we could go hunt down that damned shadow knight. He's likely the source of all this madness." The dwarf continues wistfully before looking the tribal warlord in the eyes, a toothy grin and lethal glint in his eye as he directs his voice to the man.
" But I suspect you are just going to fight us and die like a fool, no?"


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

We are in a temple in the middle of the massive forest/jungle territory to the north of Bhelskar (the city our group met.)

Its an ancient place devoted to keeping a big nasty demon from getting free. We took a secret path known only by the Koroku druids to get into the temple quietly.
There was a pretty significant dust-up in the jungle between the Ghost bear and Bherug tribes. Additionally Bhelskars armies have been dispatched to the area to end the threat the Bherug tribe has presented to traders and ships passing near the area.

Here is an idea.
You could have returned to Bhelskar, found out where we were going and arrived about the time the Black stripes (Elites of the Bhelskar military) were departing. You met up with them in the forest and got delayed for one reason or another.
Meeting up with the rest of their unit who had gathered with the Ghost bear tribe to push for the temple of Ang Varshon you informed the leaders as to who you were and they informed you as to the direction your allies were headed.

Perhaps you could have joined the combined armies and used Brunzwick to punch through enemy lines to meet up with us.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

L 3 WBL is 3000gp. Excepting our two fresh starters we are a bit under that in raw gold but a bit over in total wealth.

As adamantine costs 3000 gp to add to a weapon if chingo allowed it you'd basically have the weapon and nothing else.
Though it is a funny mental image of Sabrik charing out of the forest in the buff with no material possessions save a single well crafted blade.
Perhaps he got mugged by pixies.
Perhaps the Katana was glued to his hand in his sleep.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Round 4

Magnes hurls a bomb at the cluster of shamans hoping to end them before they had the chance to add their magic to the battle.
Bomb: 1d20 + 6 ⇒ (19) + 6 = 252d6 + 3 ⇒ (2, 2) + 3 = 7 3 splash damage to anyone within 5ft. DC 14 reflex save for half. Preference would be to avoid hitting allies.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Hrmm.. If we are just jumping back in I realize that I seem to have never made a Round 4 post for the combat.

I'll go ahead and rectify that now.

As we are jumping back into things it might also be useful to ahve a recap for all the players to use.

The company of the ally cat joined Rhialla on a mission to discover what had happened to an old friend of hers that represented the same church.
At the same time Kevroth had a prophetic dream about a village on the other side of the country burning with a blue dragon flying overhead.
We decided to commit to helping Rhialla first and investigating the vision after that.
We met a bunch of people that helped us on our journy through the forests seeking the temple Rhialla's friend had last been seen.
Ornthalas the ghost was tapped as our guide through the forest who helped us avoid most of the danger. Though a Bherug did its level best to eat us all it couldn't find us in a good enough moment of weakness to drag a member of our part off into the dark.
Our mission changed when we met up with the collected armies of Waedfolk at the village of Torukaro.
The Ghostbear tribe was repelling the Bherug tribe after a raid. The chieftain of the ghost bear tribe informed us of the Bherug tribes plans and the aid of an ally Mister Stross*.
There we also met Arukara and Hawkren Hargaves a Koruku druid and a blue dragon order mage. They along with Hawkrens compatriot mage.
after gaining our bearings and getting a basic understanding of what was at stake were the ritual in Ang Varshon to activate we all departed.

We got in there, defeated some bad guys and sadly alerted the black armored man (Mister Stross) and Alskar Hearteater the chieftain of the Bherug tribe. They set up an ambush with the allies Rhialla had came for as hostages and tried to stall for time.
We didn't exactly stand for that but managed to shoot those holding our allies faster than they could stab them, getting them free and starting a rip roaring battle.

As of now Mister stross is retreating up a set of stairs under cover of magic darkness. Enough shamans have been defeated or distracted to interrupt the ritual and Hearteater is attempting to murder us all.
We have a party have taken some fairly heft blows ourselves as everyone is blowing through their best tricks to pull a victory.

*while not yet substantiated the Broken Skull tribe bugbear we interrogated earlier implied the aid of their masters in what was occurring in the forest. What was said a Champion associated with the Eldreth Malecai (Evil outsiders/demons) was there. Nightmares count in this manner. Additionally that implies the nation of Vorlask and its Draconic overlord is involved in all this.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Yep. Welcome back Chingo.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

only if we are time vultures

And I'm going to be quite disappointed if I have to retire Magnes so I'm going to say we are the first of many dwarves rattling around in the GM's house.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

I quite like this campaign personally, so it would be grand if we could continue.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Hows life everyone?


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Can't think of any good map puns at the moment.

I do however wish you all a belated New years. Enjoy your hangover day.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Yep, see you when you get back.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Darkness and deeper darkness function as touch spells that target an object. From my reading of that sentence the man cast his spell and channeled it into the sword causing the weapon to generate the darkness effect.

But it being an effecthis sword can generate is entirely possible. It also makes me want to loot this man very badly. Such an object would be worth a great sum.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

*shrug*

No idea about the stairs, why i'm asking as it changes how this combat will play out.

I don't often tinker with Deeper darkness due to it having been long considered an unfun tactic. Though I suppose my next purchase of gold for Magnes will be a casting of produce flame heightened to L4 so he doesn't have to worry about this again.

Anyone in the group could also use the *act out of turn* hero point action to get a chance to change the events of this round. Getting hit in the middle of casting a spell or whatever that was is nearly guaranteed to prevent it from happening.

Though on movement assuming he is is heavy armor his move speed is not likely to be all that impressive. If we can just figure out where he is at we can likely deal with the issue of darkness.

Though it might be better to consider the pile of spellcasting enemies that have just been freed to start attacking us.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Alright so the bad guy casting deeper darkness is fair enough but it does look like a few things occurred that don't make a great deal of sense to me.

First while you didn't say he did so did the black knight make a concentration check to cast in melee?

Also is there a second set of stairs in the room somewhere? I was under the assumption that we were on the only set and with the collected group of players/NPCs we had blocked up the stairs.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Yeah death is easy to return from in pathfinder but heaven forbid if someone baleful polymorph'd you into a tuna fish and let you loose in the ocean.
Combat wise it becomes much harder to play a fighter at higher levels due to the number of specific cases of cripple effects you need to combat.

Still puts you out of action for the rest of the combat though, which is really what I'm attempting to avoid here as that is rather boring for you.

You can burn a hero point for additional actions out of turn, so you could consider trying to intercept the Knights attack with one of your own and hoping it drops him.

you could also petition the GM for an interesting effect from hero points. EX: spend hero points to get an additional/ buffed up use of your second wind ability and regain enough HP to fight on.
Or perhaps apply the Same +8 you'd get from the attack roll bonus to AC and just hope Bhalur can weather the attacks.

Hrmm.. wonder if that Knight is under a haste effect. Weird that his second attack has the same bonus modifier as his first. Usually those are -5.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Oh no I'd never expect that, Pathfinder combat rewards offense drastically more than it does healing. boosting someone's AC so they don't need healing is a much better option if killing your enemy before they can hurt you isn't an option.
Unfortunately most of our damage is spread out between bad guys so they are not dropping yet but I imagine it will be happening soon.

As to chingo's monster, we shall have to see. Might require some burnt hero points on our parts to keep everybody up and active. With the number of bad guys on the field though I can't imagine this fellow will have much more life to chip though.

I mostly want to ensure that if a player drops it happens near the end of combat so we don't have one player stuck on the sidelines of a rather massive combat that is likely to take weeks to conclude.
Spectator mode is not all that fun in this style of RPG.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Any ideas on how we might help Bhalur out? All of us are pressed with the number of bad guys in the area but if the black knight hits him again he will be out of the fight.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Magnes examines the battle and shrugs, swigging a glass potion vial before lunging at the nearest bugbear with his spear. The magically modified Dhouvarr buldging and changing yet again as the potions magic enhances his strength.

Spear: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 101d8 + 7 ⇒ (1) + 7 = 8

Magnes will drink a potion of bulls strength, (been holding onto that for a while) action lowered to move action because alchemy nonsense. Then stab one of the bugbears. Much as I'd love to stab the black armored knight I'm unsure if magnes's wacky waving inflatable arms are able to actually reach the guy. Reach of 15ft can make for some strange options showing up. If he can then I'll be stabbing that gent instead.

Rassen Frassen... well never mind then. I didn't want to hit anything this round anyway.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Plenty of bad guys to go around. Im going to wait to post until the rest of the bad guys go. I think chingo was just waiting on the flaming sphere damage to do the rest of their actions.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

The editors responsible for this story have been sacked.

Also we need a place to store a moose.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Ghost of Christmas present played by Magnes Coalbrow.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

The bugbears move forward and Magnes's warped limbs lash out with his spear lunging like a crane.
Aoo: 1d20 + 7 ⇒ (4) + 7 = 111d8 + 5 ⇒ (3) + 5 = 8
Aoo: 1d20 + 7 ⇒ (2) + 7 = 91d8 + 5 ⇒ (3) + 5 = 8
The strange style of movement the magically assisted strike requires makes Magnes miss. The dwarf muttering under his breath as the bugbears advance unimpeded.
Wow, seriously?


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Bhallur is haunted by the Christmas ghosts. He has to defeat them with tribal song and dance.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

How long did our sprint down the stairs take? Magnes had buffs from the last combat that could very well still be active.

Also with Manges's normal reach there is a good chance that the charging bugbear warriors will provoke from Magnes as well.
Almost assured if Magnes gets to use his Long arm reach buff.

He can make them even while flatfooted due to combat reflexes saying so.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Round 1

Init: 1d20 + 4 ⇒ (10) + 4 = 14

Knowledge rituals? any idea how far along this one is?: 1d20 + 6 ⇒ (4) + 6 = 10

Magnes swears and gives a dark glare to the human spellcaster before rapidly drinking a brew, catching it in his mouth with teeth crunching through the bottles seal before he spits the entire thing to the side.
"We'll be havin' words later."
Using Signature brew to get true strike. I would like to specifically hit the chieftain right in his head
The Dhouvar looks at another bottle and the blue painted shaman holding the priestess before wincing. "Sorry in advance!"
Bomb: 1d20 + 6 + 20 ⇒ (11) + 6 + 20 = 372d6 + 3 ⇒ (2, 6) + 3 = 11

Magnes is hoping to get the chieftain to release the girl. I'm aware that between the warriors in the way and the penalties I'm taking to hit an enemy with an "Ally" (the priestess) in melee most of my bonus from true strike will get eaten. Fine by me if I can belt that guy in the face with a flaming flask. As usual everyone in 5ft of him needs to make a reflex save or take 3 damage. save =1.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Magnes gives the black armored man a dark grin, resting back with his hands on his spear. "Yes, listenin' to her'd be wise."
Not that'd she'd be able to follow through on that promise. Theres an army out for blood right above them.

Magnes squints and gives the surroundings a glance. This seems a bit familiar.

Seems to me that this sort of ritual magic is the sort of thing your setting's alchemists would have some experience in would you permit me to roll a check of some variety to identify whats going on with the ritual and some obscure ways I might mess with it that might not be noticed?
Smudging chalk lines, humming at the rignt tone to mess with the acoustics of the ritual, pulling on the Flux to upset the building magic. That sort of thing.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Hrmm... the good old hostage situation. Honestly much less of a threat than just dropping them down a ravine in the presence of life restoring magic.

It would be 10,000gp to restore those two to life (less if they don't mind coming back as something else via reincarnate.)

Likely much cheaper than the net cost of whatever vile creature they are trying to free down here.

Also Aruka has Liberating command as a spell and would very likely be able to get one of the two freed. possibly both if they rolled decently on their escape artist checks.

Then we'd just need a distraction for them to get away with.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Magnes hiccups once and nods wiping the blood off his spear on the bugbears corpse. "Lets get movin' then. Don't suppose one of you could help me out with a bit of healing?." The dwarf asks as he bleeds
Magnes could use a Myst healing or a CLW if either of our spell casters feel they could spare it.

Assuming there is nothing in the way Magnes will take point to maximize his long reaching spears effectiveness. I'd say magnes would be looking for traps but it will just be cursory examining, we don't really have time to cautiously dust every step before we move forward. Should look into something that makes that possible. A shaped sift spell perhaps.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

@ Hawk: From my understanding the remaining warriors/bugbear chose to mob Magnes due to him dropping from the ceiling and appearing behind them.

from the way the other ones have dropped I'm fairly certain that the only enemy left standing right now is the bugbear. Rhialla and Kevroth hammered the remaining warriors with ranged attacks this round.
So with a charge action you would very likely be able to get into flank with Magnes to stab the bugbear.*

*Assuming the bugbear is still alive.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

I seem to have mislabeled my spear thrust as a bomb. Whoops.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Round 2

Magnes grits his teeth in annoyance and pain as the axe wound begins to seep blood on his clothes. "Fine. Ya get meh special attentions." The dhouvarr growls as he backs up by a step and and thrusts with his magically warped limbs.

Bomb: 1d20 + 8 ⇒ (15) + 8 = 231d8 + 5 ⇒ (5) + 5 = 10


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

In relation to the Aoo thing

It would be a time saving trick so you don't have to wait for me to post before you do the bad guy's actions. Aoo's being interrupt effects it slows down the flow of the game if you have to wait for me to make them each time.

I don't know how the enemies are going to respond in the game so it would be hard for me to post Aoo's before they are provoked.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Just for the sake of saving time would you be willing to do Aoo's when enemies provoke them? it would mean you don't have to wait for me to do this as I plan to make reach weapons/ Aoo's a big part of Magnes's combat style.
Aoo's: 1d20 + 7 ⇒ (15) + 7 = 221d8 + 5 ⇒ (6) + 5 = 11
Aoo's: 1d20 + 7 ⇒ (5) + 7 = 121d8 + 5 ⇒ (2) + 5 = 7
Aoo's: 1d20 + 7 ⇒ (7) + 7 = 141d8 + 5 ⇒ (7) + 5 = 12

Looks like a hit and two misses.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

One of my face to face games is running that system. For some strange reason the GM decided to run modifier pathfinder rather than using Green Ronin's system for Dragon Age.
The Spell point system and the Spellstave book worked out for shoehorning a DA mage into pathfinder.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

"Mah! I remember this being significantly harder, these ones are dropping like flies! The Dwarf laughs as he whirls the weapon held in his strangely elastic simian hands before lunging for another foe.

Spear?: 1d20 + 7 ⇒ (2) + 7 = 91d8 + 5 ⇒ (2) + 5 = 7


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Yep, that darn real life interfering with your much more awesome fake Internet life.

EDIT: Bah. crappy combat dice. the bane of poor ol' magnes.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Magnes slowly and silently clambers up one of the pillars using his new simian appendages to grasp crevases and niches in the wall that a normal climber would never have the hand strength to use. Small plumes of dust appearing in a few spots as he shakes ancient grit loose before making it to his destination, the back of the formation of warriors.
The Dhouvarr' grins as he silently draws his longspear and quaffs a potion before thrusting his spear into the nearest Hob

stab: 1d20 + 7 ⇒ (14) + 7 = 211d8 + 5 ⇒ (2) + 5 = 7

Active: Long arm: Monkey fish: Moonshine Stupor (Dex) A.C. is currently 19 Magnes currently threatens out to a range of 15ft with his spear.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Magnes looks at the area and seems to shrug before looking to one pillar in particular. "Think I'll see if I can't plug up that stairway. Go ahead and start the party early if they seem to catch on."

With that the Dhouvarr reaches into a pouch and retrieves a foul looking potion swigging the entire thing. The mans arms errupting into even more hair and the dwarf rapidly shrugging off his boots as the spell takes effect. Feet and hands covered in fur with elongated knuckles and fingers tailor made to seek out cracks the Dhouvarr grins and begins climbing the pillar going slowly so as not to alert his foes.
"Now less see if this won't work. Mah, I want a banana fer some reason."
Using the extract "Monkeyfish" (10ft climb speed) Magnes is going to attempt to climb to the ceiling and slowly make his way across, abusing the fact that noone has any reason to look up in their search to keep intruders out. He will make his best efforts to sneak over to the stairs and get onto them. And if that fails hucking bombs from the rafters sounds like fun.

Init: 1d20 + 4 ⇒ (16) + 4 = 20
Sneak: 1d20 + 7 ⇒ (18) + 7 = 25

[ooc surprise round is dependant on Magnes sneaking into position. If he fails he loses out I think[/ooc]


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Magnes gives a bark of laughter and reaches into a pouch to retrieve a drink.
"Always seems we end up with the eleventh hour jobs eh? Well I doubt this Hearteater fellow is going to keel over and die all by himself. Though it'd certainly be amusing were he to choke on a chicken bone with all this lead up. You want us to try to keep him alive to answer for all this? Might be good to try fer if only to ensure we know what sort of deal he struck with this "Stross" fellow."


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Magnes looks from the discussion and back to his collection of allies.
"Yanno we're righ' here. Don't have to dance around the topic, Doubtless if we help ya here we might find Rhialla's missing priestess."


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Magnes sighs on seeing the massive number of humanoids. "Well thats one heck'va welcome party. "

Meeting: Hawkwren

Magnes grins up at the human and extends a hand
"Suspect I'll be takin' to you later but fer now meh the names Magnes. Rhialla's got some skill at healing and Girian over there has some as well." The dhouvarr states as he indicates the company.

Meeting: Chieftain
Magnes nods at his allies introductions, finding little else to say as he listens to the information presented. The dwarf nearly choking on hearing about a Nightmare. "Aye, names Magnes. A pleasure to meet you. Think the only difference here is Girian over there who represents a scout regiment of the kings army. Your caped stranger is very likely associated with the Broken Skull tribe bugbear tribe, and I'm gonna assume that a nightmare means the bugbear we interrogated was correct. That would be the Champion he spoke of, one associated with the Eldreth Malecai. At the very least that mean the Broken Skulls are involved, if not Vorlask and its nations leader as well."

Aid diplo: 1d20 + 8 ⇒ (13) + 8 = 21


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Most of my work is on the weekends now so it is unlikely.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Fine by me.


Dhouvarr Alchemyst 3 HP: 31/31 DR:4| AC: 17 T: 17 FF: 14 CMD: 16 | Fort: +5, Ref: +5, Will: +2 | Init: +4 Senses: Darkvision 60 Perception+7(+9 w/Stonecunning)

Magnes looks up and nods to the newly arrived Kevroth
"Food ought ta' be ready soon, Marinated Graloc an' Giant spider on meh little wire grill here. Then some crab cakes probly' gonna cook em on a hot stone or two. Nothin' fancy as last time buh it should be tastey and quick. think tha seasonings and extras i'll be tossed into the cakes ought to cancel out any odd tastes from the spider. The grilled one is more-a test to see how the stuff tastes on its own."
With that the Dhouvarr grins and looks to the starry skies above with a drink in hand.
"Mah, still can't get over how much of the world my lineage missed by not leaving tha' homefront. Though I suppose tha' glitter ah the crystal caves can get close to this."

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