Sajan

Mintash's page

45 posts. Alias of natloz.


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HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

Happy Thanksgiving to those who celebrate! Happy Friday eve to those who don't.


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

away team:
scouting sounds good. There's a door on this side of the wall too.

Marrius moves between Mintash and Kazadar to slide his rapier into a soft spot on the lizardman.

swift action to adjust bane on sword.

attack, bane, flank: 1d20 + 15 + 2 + 2 ⇒ (20) + 15 + 2 + 2 = 39

damage: 1d6 + 5 + 9 + 2d6 ⇒ (2) + 5 + 9 + (4, 6) = 26

crit confirm: 1d20 + 15 + 2 + 2 ⇒ (16) + 15 + 2 + 2 = 35
extra damage: 1d6 + 5 + 2d6 ⇒ (5) + 5 + (1, 1) = 12


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

Away team:

Mintash is busy watching the minions of his hated enemy when he is taken by surprise by the lizard man. It is only the preturnatural senses honed by years of training that allow him to dodge the blow. Turning to the enemies at hand he launches into a blur of fists and feet.

If at any point the first lizard man goes down I'll use flying kick to move to V-17 (taking one aoo from L1) and continue the full attack on L2 then L1. Stunning strike on first attack DC 21 fort save. Free action to have haste for the round from boots. Include the sneak attack dice if stunned or flanked. Also, if the first guy gets stunned I get to make two extra attack vs that one before using the rest of my attacks... sorry I'm complicated.

haste attack: 1d20 + 22 ⇒ (6) + 22 = 28
damage: 2d8 + 9 ⇒ (3, 2) + 9 = 14

attack 1: 1d20 + 22 ⇒ (4) + 22 = 26
damage: 2d8 + 9 ⇒ (3, 8) + 9 = 20 sneak attack: 3d6 ⇒ (3, 2, 2) = 7

attack 2: 1d20 + 22 ⇒ (13) + 22 = 35
damage: 2d8 + 9 ⇒ (5, 2) + 9 = 16 sneak attack: 3d6 ⇒ (1, 1, 6) = 8

attack 3: 1d20 + 17 ⇒ (15) + 17 = 32
damage: 2d8 + 9 ⇒ (7, 4) + 9 = 20 sneak attack: 3d6 ⇒ (4, 6, 6) = 16

attack 4: 1d20 + 12 ⇒ (17) + 12 = 29
damage: 2d8 + 9 ⇒ (7, 6) + 9 = 22 sneak attack: 3d6 ⇒ (6, 6, 2) = 14

In case it matters, additional medusa's wrath attacks vs stunned:

attack 1: 1d20 + 22 ⇒ (13) + 22 = 35
damage: 2d8 + 9 + 3d6 ⇒ (3, 3) + 9 + (5, 4, 4) = 28

attack 2: 1d20 + 22 ⇒ (6) + 22 = 28
damage: 2d8 + 9 + 3d6 ⇒ (6, 7) + 9 + (2, 2, 4) = 30


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

away team:
For Ezreal's turn: Wall of force down the o-p line looks like a consensus.


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

Away team:
I was thinking the same thing for Ez's turn. Im just not sure if the spell will fail or not if there's all these chairs and tables and mobs that may block the wall forming. Failing that I was going to manifest force screen (shield) and interpose myself between the giants and the rest of us. I'll be fairly hard to hit with an AC of 38. The problem with finding Trinkis and leaving is that we still don't know where he is.


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

away team:
Marius
"Whoh there, those big guys friends of yours Janosz? We'll keep these scaled toughs off you while you handle them."
Hoping to buy some time for his less armored crew to gain some distance, Marrius steps between the lizardfolk thug and Salvorazo. With a flourish, his rapier finds just the right place to land on the reptilian.

Swift action to adjust bane for the round. 5ft over to S-16. Full attack

Attack 1: 1d20 + 17 ⇒ (16) + 17 = 33
damage: 1d6 + 5 + 9 + 2 + 2d6 ⇒ (1) + 5 + 9 + 2 + (6, 5) = 28

Attack 2: 1d20 + 12 ⇒ (13) + 12 = 25
damage: 1d6 + 5 + 9 + 2 + 2d6 ⇒ (4) + 5 + 9 + 2 + (1, 2) = 23

Attack 1 crit confirm: 1d20 + 17 ⇒ (7) + 17 = 24
damage: 1d6 + 5 + 2 + 2d6 ⇒ (1) + 5 + 2 + (6, 6) = 20
pending result of the crit, 5 panash left


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

Away team:
There's 5 NPCs here including Ezreal. Do we want to split them up so we each control one or two? As much as I like obsessing over character builds and tactics, that's a bit overwhelming. I've been reading over Marrius and the swashbuckler class already so I can take him.
I'm assuming we don't want to pit them against the horned legionnaires directly so they don't die. Have them take on the lizard men then fight their way out?


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

away team:
I suppose Ezreal needs a space. P-16 looks good.


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

away team:
R-18 for me


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

away team:
Ezreal save: 1d20 + 12 ⇒ (6) + 12 = 18
Ezreal Init: 1d20 + 3 ⇒ (14) + 3 = 17

As the carnage starts Mintash deflects and dodges the clumsy attacks of the gamblers.


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

Away Team:
NPC rolls

Marrius: 1d20 + 3 ⇒ (7) + 3 = 10+4 more if vs mind effecting
init: 1d20 + 4 ⇒ (19) + 4 = 23

Barkhad: 1d20 + 7 ⇒ (12) + 7 = 19+2 vs spells and spell-like abilities
init: 1d20 ⇒ 4

Ferez: 1d20 + 2 ⇒ (2) + 2 = 4
init: 1d20 + 9 ⇒ (14) + 9 = 23

Sal: 1d20 + 6 ⇒ (15) + 6 = 21+2 vs illusions
init: 1d20 + 1 ⇒ (8) + 1 = 9


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

Away team:
Will save: 1d20 + 12 ⇒ (11) + 12 = 23
Shaking his head clear of the psycic assault he immediately thinks a message to Vaisyrharath while dropping into a combat stance.

Init is 10.

Vaisyrharath, Aubrey:
Negotiations have broken down. May need you imminently.


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

Away team:
Negotiations seem to have broken down faster than expected. Initiatives? I'll roll it now to save time just in case. I don't want to buff up out of turn. I would imagine Mintash knows of ogre magi as he's been trained to fight all things Riedran. If not, I can try knowledge Sarlona.

init: 1d20 + 6 ⇒ (4) + 6 = 10


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

away team:
"Like the dwarf says, we wouldn't just stroll in if we were looking for a fight. We are the paying customers the captain here needs to pay you back. That being said, we need the pilot in order for the good captain to get paid." Mintash crosses his arms in a show of looking impatient.

Sense motive: Is this bravado from Joord or is he quite comfortable taking the ship by force?

sense motive: 1d20 + 20 ⇒ (14) + 20 = 34


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

Away Team:

Mintash has a look of disappointment as he passes through the entry that the doorman didn't look the least bit intimidated.

"If that's Joord then he knows we are here too. Want to keep him waiting to annoy him? And to let him know we aren't frightened of him either I guess? I haven't heard from Vaisyrharathe yet so we need to by him some time to finish his 'seeing' anyway."

About how much time has passed on the way here?


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

The Away Team:
"Don't worry buddy. Once the stick is that far up there, it's easy to take out the other way. The last guy almost didn't bleed out..."

intimidate aid: 1d20 + 1 ⇒ (15) + 1 = 16


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

"I understand, stealth is unnecessary. I can work with that. Let us be off then."

Thumbs up, I'm good to go.


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

We have a plan! Delay till Vaisy finishes scrying then bust some heads. Like Janosz said, the finer points of oratory aren't going to solve this. The finer points of arrows might though. As for bluffing our way into the invite only establishment...

"Getting into the establishment without causing alarm may be difficult for most of us. I am quite competent at stealth but not subterfuge. Perhaps I can find a window to get in off the main floor if the need arises. Remember, we need to give Vaisyrharath enough time to discern Trinkis's actual location. In any case, I will be shadowing the main group from the rooftops most likely as they approach."


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

"Indeed not. Let's go get your pilot. Any more delay will only give them more time to prepare now that they know you have more allies."


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

Reserves: Vaisyrharath, Haladon, and Gil. Away team: Mintash, Kazadar, Janosz, and Ezreal? I like having you around as an obvious target Kaz... lol


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

I'll go, I'm unrecognized for now


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

"Begin your manifesting and stay in touch with the mind link. We could use the extra intel on Trinkis's condition. Some of us can stay behind as to watch over you. I've heard of some of your talents can move to other places with but a thought. Can you also do this? If so you could show up in a pinch. In the mean time we should begin making our way to this gambling hall."

Psychoport is fairly cheap in power points isn't it?


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

"Coming here may have been more fortuitous than we thought. Hopefully while getting your crewmemeber back we can disrupt the Riedrans plans for the area as well." Mintash seems much more eager to go after the pilot than before. Almost matching Janosz's enthusiasm.


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

With his introduction Mintash gives a deep bow. "At your service Captain. If it will get us underway sooner I would be more than happy to assist in getting your pilot back."


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

Mintash rises from his self appointed post in the tent. Hearing that there my be trouble and seeing his new dwarf friend readying for combat he focuses inward as his skin toughens.

Use barkskin. +4 ac for 110 mins.

"What manner of situation?"


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

Mintash wanders through the rooms in the tent making sure to not wander far from the entrance.


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

In the tent

"Slave is your name? An odd choice... I was told to ask you for something weird but now I think that suggestion was made as a joke of sorts. I would like to see more of this place though, it is fascinating."


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

"This tent is a curious item. I will wait inside for the transport."

sounds like a good plan. Familiar faces and all that


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

"I am more of a user of magic than a creator. It is a good idea to negotiate in person but do you think it is wise to just show up on his ship without warning him?"


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

scrying sounds good


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

"I never thought to return to my homeland so I have no plans in place to do so. Havakhad, do you know of any oft used methods to get people into Adar?"

"For now I think we should continue to negotiate with Captain Marius as you already have a relationship, though that is starting to look like more of a hindrance than a boon at present. If that falls through though, we will need alternatives."


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

I've got 850 to throw in... I'm only a poor wandering laborer after all.


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

"This Captain Marrius drives a hard bargain. But perhaps his price isn't as ludicrous as it seems. Adar is difficult to reach by air or sea. The mountain peaks rise so high you are likely to freeze on deck. It would take a skilled captain and crew indeed to find a spot to let us off safely. All of the traffic info Sarlona proper is controlled by the Riedrans so avoiding them is another hazard. When I initially left it was on a smuggler vessel crossing the Barren Sea. I'm amazed we made it through the maze off underwater mountains off the coast."


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

Sounds good to me.


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

perception: 1d20 + 24 ⇒ (12) + 24 = 36

The towers of Sharn still inspire awe no matter how long he's been in the city. Even with looking at the sights, Mintash keeps a sharp eye on the people around the groups looking for suspicious activity. He does his best to not stick out himself.

stealth: 1d20 + 25 ⇒ (1) + 25 = 26


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

"That would be wise. I believe some of you are quite well known. You should use your magics to conceal yourselves. The rest of us shouldn't cause much of a stir while moving through the city. I can move quickly if needed in case we get separated. With Vaisyrharath's mental connection we can stay in touch too."


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

"That's great news Havakhad! In that case we should procure that air transport that was mentioned before. A Captain Marrius I believe it was? If he isn't available we can book passage to the coast and get to Sarlona the way I came to this continent."


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

To Valsyrhath:
These shards contain an ally of Taratai!? THE Taratai?! How is anything more important?

Mintash's jaw drops slightly at the mention of why the shards are so special. "If the inspired attacked the royals, they should have enough motivation to deal with the structure. If we do anything to the tower it needs to be a quick strike then disappear into the wind to get these shards to where they are needed. Conclude your business in the city. I will stay to guard our scryers. If you can find an airship captain crazy enough to bring us to Adar make sure you offer to pay them well. There is a reason airship traffic to the area isn't common."


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

"Well, if you're offering help there's this Redrian structure being built outside of town that I would very much like to take down. That is if the business with these mysterious shards can wait. What is so important about these particular shards anyway?"


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

To Vaisyrharath:
Frustration oozing through the connection is apparent Of course something has to be done! But we are just two and they have the site locked down tight. I won't put our brothers in the line of fire for an impossible task. I've probed the defenses some, this will take more than just us.

Permanent communication seems like a good idea to me!

Sitting across from the dark skinned kalashtar is almost an opposite image. Bald and tanned he sits in a nearly identical position. Next to him is a plain pack with a bedroll but there are no weapons to be seen.

Blinking he betrays a small frown as he nods back. He stands and gives a slight bow to Havakhad. He studies the party as they enter, curious as to who they were to be meeting. With little ceremony he simply states, "I am Mintash. Havakhad said we needed to meet you all but didn't give us details." He waits patiently for a response.


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)
Ezreal Farlowe wrote:
Hey- look at that! The kalashtar finally decided to send some agents to save themselves from extinction. ;) Although to be fair I think we got the last one killed, so... good luck guys. Welcome. :)

We got here as soon as we could! In all fairness it's only been a couple days since Helkashtai attacked the royal meeting room.

Glad you're not gone!


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

Sorry about the drastic changes but I went with an extra level of monk and 3 lvls of unchained rogue. Dropped str and upped dex as unchained rogue lets one use dex for attack and (at lvl 3) damage for a weapon. Changed the belt from str/dex to dex/con. I'll show the psionics with feats and ki abilities. Extra skill points went to disable device and sense motive. Extra level of monk lets me pick up medusa's wrath a level early. I dropped dragon style for pummeling style to thwart DR. Also, a bit of rogue skills might be handy as you said. The character sheet has been updated with all the things.

Thanks for the suggestions about prc's. Psychic fist was particularly tempting but I got used to the idea of possible extra damage dice.


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

So I just found out the way to convert the Fist of Dol Quor prc is to eliminate it and multiclass into rogue or soulknife... I can rebuild using rogue (unchained?) if that's preferred. It would probably raise my overall power if i did but it would be a major overhaul.


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

Thanks, for the convirsion I pulled it straight from the book pretty much. I couldn't find a conversion for the class specifically. The only difference I could see to convert it is how 3.5 did skills for prerequisites. The requirement of 4 ranks in know planes would be less in pathfinder as you don't get extra skill points at lvl 1 any more. At least that was my reasoning. I can adjust my skills if necessary. I picked it up more for the story behind the group than the mechanics though an extra +2 to will saves is nice...

I'm going to go though the numbers one more time to make sure I didn't goof up the math. I'll also change out the extra speed feat to pick up unlocked talent as a regular feat. I thought it was a bit much to get for free as well but I had to ask.

As for the extra ki power, enlightened monk replaces the slow fall ability. The unchained monk can choose slow fall as a ki power but doesn't get it otherwise. At lvl 4 I picked slow fall so the archetype could replace it.


HP:134/134; AC:34/27/28; Fort:14 Ref:19 Will:12; Perception +24; Active Effects:Barkskin Unchained monk (10) Unchained Rogue (3)

It's like Christmas came early! I think I have everything organized nicely to make it easy to read on the character sheet. The only sticky issue is that kalashtar and the enlightened monk archetype both grant 'wild talent' as a bonus feat. I'm really hoping I can replace one of those for 'unlocked talent' or at least 'psionic talent'. Thanks Aubrey!