human Init +2; Perception +6 hp 22/31 rage 6/8 AC 16, t 13, ff 13, CMD 18, Fort +5, Ref +2, Will +1 Barbarian 2
It's big, whatever it is. And dangerous. Olfwei runs out of the tavern, apparently retreating. It looks like I should be able to pass through the stables out of our little compound and reach the south end of the alley between the bakers and the woodworkers in 3 rounds double moving.
human Init +2; Perception +6 hp 22/31 rage 6/8 AC 16, t 13, ff 13, CMD 18, Fort +5, Ref +2, Will +1 Barbarian 2
By the end of the first night, it will have been decided that letting Olfwei loose in the tavern is a bad idea. Being around animals seems to calm him, so he'll be tucked in for the night in the stables @ BI 54.
human Init +2; Perception +6 hp 22/31 rage 6/8 AC 16, t 13, ff 13, CMD 18, Fort +5, Ref +2, Will +1 Barbarian 2
Don't see me on the map.... But I think I'm within 40' of the Z Seeing almost all of the risen creatures handily dispatched before he was able to shake off the ragged feeling left by the last encounter, Olfwei turns towards the last, his long legs eating carrying him swiftly to the scene as he raises his war-scythe. power attack: 1d20 + 4 ⇒ (7) + 4 = 11
human Init +2; Perception +6 hp 22/31 rage 6/8 AC 16, t 13, ff 13, CMD 18, Fort +5, Ref +2, Will +1 Barbarian 2
fort: 1d20 + 6 ⇒ (2) + 6 = 8 Sizzle. Is it possible to take an action to wipe it off, or something? GM:
The way I read the wild rage, I would only need to make the check to end a rage when I kill someone. Having made it the last time I hit the wolf, I should be fine.
That is how I read it, but it's your call. I'm happy to abide by whatever ruling you make. Quote: A wild rager’s rage functions as normal, except that when she reduces a creature to 0 or fewer hit points, she must attempt a Will save (DC 10 + the barbarian’s level + the barbarian’s Charisma modifier) or become confused. will: 1d20 + 3 ⇒ (14) + 3 = 17
human Init +2; Perception +6 hp 22/31 rage 6/8 AC 16, t 13, ff 13, CMD 18, Fort +5, Ref +2, Will +1 Barbarian 2
Fort Save: 1d20 + 6 ⇒ (5) + 6 = 11
Oh dear. Dropped to the ground by the hideous creature, Olfwei sits up and slashes awkwardly at it with his war-scythe.
human Init +2; Perception +6 hp 22/31 rage 6/8 AC 16, t 13, ff 13, CMD 18, Fort +5, Ref +2, Will +1 Barbarian 2
DM Kor wrote:
If I die and return, do I get to play my zombie self? ...sneaking off to look for a good avatar for undead Olfwei...
human Init +2; Perception +6 hp 22/31 rage 6/8 AC 16, t 13, ff 13, CMD 18, Fort +5, Ref +2, Will +1 Barbarian 2
will: 1d20 + 3 ⇒ (12) + 3 = 15 And remains unconfused Feeling the war-scythe slice through the unnatural flesh, Olfwei's bloodlust surges, threatening to overwhelm him, but he is able to master it, for the moment.
human Init +2; Perception +6 hp 22/31 rage 6/8 AC 16, t 13, ff 13, CMD 18, Fort +5, Ref +2, Will +1 Barbarian 2
Ouch. Fort: 1d20 + 4 ⇒ (11) + 4 = 15 NOW I'm bloody raging, adjusting AC/Saves/hps accordingly. Dropping Earthbreaker and attacking with the scythe. I believe at +1 for inspire still? Noticing that battering the beasts isn't as effective as it should be, Olfwei drops the huge club and pulls the war-scythe over his left shoulder, as the pain of his wound clouds his vision in a red haze of bloodlust. Power Attack on W6: 1d20 + 7 ⇒ (19) + 7 = 26
Pity. A x4 crit would have been so fun just then.
human Init +2; Perception +6 hp 22/31 rage 6/8 AC 16, t 13, ff 13, CMD 18, Fort +5, Ref +2, Will +1 Barbarian 2
@ DM Kor: Good deal.
Oh, and the other balancing factor of the confusion is that rounds I'm confused and raging don't count against my rounds/day of raging. One little noted feature of confusion is that if you are attacked, you automatically attack that creature on your next turn. Which is more incentive for getting in the thick of it. To be honest, I don't see the point of playing a barbarian any other way. Anyway ... I'm having fun. Thanks for a good game!
human Init +2; Perception +6 hp 22/31 rage 6/8 AC 16, t 13, ff 13, CMD 18, Fort +5, Ref +2, Will +1 Barbarian 2
@ DM Kor: Having reduced the wolf to 0 or less hps, I think I have to make a will save. Wild Rager. I'm not sure if that only applies when I am already raging, but I'll assume it's every time I drop someone unless you rule otherwise. will save: 1d20 + 1 ⇒ (10) + 1 = 11 So I'm fine.
human Init +2; Perception +6 hp 22/31 rage 6/8 AC 16, t 13, ff 13, CMD 18, Fort +5, Ref +2, Will +1 Barbarian 2
Olfwei growls, not unlike a wolf himself, and takes a step to a more advantageous position before aiming another powerful blow at the wolf's skull. 5' step to AU-36 to pick up flanking on W3, and power attacking. attack: 1d20 + 7 ⇒ (18) + 7 = 25
human Init +2; Perception +6 hp 22/31 rage 6/8 AC 16, t 13, ff 13, CMD 18, Fort +5, Ref +2, Will +1 Barbarian 2
Move to AV37, and attack W3. Not raging yet. Seeing the creatures attacking the guards, the young Ulfen roars and advances quickly, pulling his massive club from over his shoulder. Coming around to the right of the guards, he delivers a tremendous blow to the nearest beast. Power Attack: 1d20 + 5 ⇒ (13) + 5 = 18
human Init +2; Perception +6 hp 22/31 rage 6/8 AC 16, t 13, ff 13, CMD 18, Fort +5, Ref +2, Will +1 Barbarian 2
perception: 1d20 + 5 ⇒ (3) + 5 = 8
At midnight on a Starday, Olfwei would be at the cheapest tavern in town, half-drunk and attempting to bedazzle the prettiest things around him by flexing his muscles and waggling his eyebrows.
human Init +2; Perception +6 hp 22/31 rage 6/8 AC 16, t 13, ff 13, CMD 18, Fort +5, Ref +2, Will +1 Barbarian 2
Olfwei is a huge, wild-eyed Ulfen with tangled blond hair and just the beginnings of a beard decorating his chin. His armor is pieced together of castoffs, though they have been carefully repaired. He wears a massive club over his left shoulder and a razor sharp scythe over his right, with a crossbow at his hip. Even sitting still he is practically explosive with adolescent energy. He showed up in town a few days ago, and has been loitering around the springs ever since. He's asked around about mercenary work, but is still sleeping rough, judging by the sticks in his hair.
OK, I lied, by today (Qorin) Olfwei has come to Haldors Spring on instructions from the elders of his tribe, who suggest that the waters might help to cure his violent outbursts. It has not occurred to Olfwei that they probably just wanted him to go away, and he has cheerfully hiked across half of Golarion thinking that he will be cured here. I've always thought the Wild Rager would be a fun archetype to play, but in a normal campaign, it would just be too risky. In a game like this, it seems like it would just add another element of danger. Olfwei: Olfwei
Human (Ulfen) Barbarian (Superstitious, Wild Rager) 1 N Medium Humanoid (human) Init +2; Senses Perception +5 -------------------- Defense -------------------- AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge) hp 18 (1d12+6) Fort +4, Ref +2, Will +1 -------------------- Offense -------------------- Speed 40 ft. Melee Earth breaker +5 (2d6+6/x3) and . . Scythe +5 (2d4+6/x4) Ranged Light crossbow +3 (1d8/19-20/x2) Special Attacks rage (6 rounds/day) -------------------- Statistics -------------------- Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 8 Base Atk +1; CMB +5; CMD 18 Feats Dodge, Power Attack -1/+2, Toughness Skills Acrobatics +5 (+9 jump), Climb +7, Escape Artist +1, Fly +1, Perception +5, Ride +1, Stealth +5, Survival +5, Swim +3 Languages Common, Skald SQ fast movement +10, uncontrolled rage (dc 10) Other Gear Studded leather armor, Earth breaker, Light crossbow, Scythe, 32 GP -------------------- Special Abilities -------------------- Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged. Uncontrolled Rage (DC 10) (Ex) When drop a foe become confused (Will neg). If fail, save again each rd.
Ay.
Background: The north was his home, the near endless wilderness of forests and mountains, swamps and prairies. His tribe had kept to the old ways, giving thanks to the spirits of the land and the creatures they hunted rather than to any of the great gods the southerners worshipped. How can the gods hear the prayers of so many thousands? the shamans said.
Olfwei listened carefully, and studied the animals they hunted. He learned the strength of the bear and the stealth of the cougar. He grew strong and powerful, and when the spirits recognized his dedication, they began to speak to him. He was not to be another shaman of the tribe, they whispered. He was to go south, among the soft people in their cities, and he would find his destiny there.
Writing fluff right now.
Alias of Sai Ling.
crunch:
Wolf
Human Savage Barbarian/Druid Gestalt ST 20 (24) DX 15 CN 16 (20) IN 13 WS 16 CH 9 hps 14 (16) AC 12 Touch 12 FF 10 F +5 (7) R +2 W +5 BAB +1 CMB +6 CMD 18 Init+4 Move 40’ Skills: Stealth+6 Acrobatics+6 Peception +7 Handle Animal +5 Know: Nature +5 Feats: Power Attack, Toughness Traits: Reactionary, Magical Lineage Nature Bond* Nature Sense Wild Empathy Fast Movement Rage (7/day) Spells Memorized: Lvl 1: Faerie Fire, Obscuring Mist Lvl (DC 14) 0: Know Direction, Stabilize, Purify Food and Drink Alignment: Neutral *Paw (wolf)
Personality: Olfwei is a simple soul, driven by his appetites and not given to introspection. He exists in the moment, says only what is perfectly necessary, and remains still and quiet, until he explodes in bestial fury. Sign in to create or edit a product review. I liked the new ancestries a whole lot. But to me the best part about this book are the stories about the crew and ship included. Absolutely loved it
Pathfinder Tales: The Crusader RoadPaizo Inc.Print Edition Unavailable Add ePub/PDF $6.99 Non-Mint Unavailable ExcellentI love books about building civilizations in the wilderness, making allies, and fighting off terrible enemies.
Pathfinder Tales: Stalking the BeastPaizo Inc.Print Edition Unavailable Add ePub/PDF $6.99 Non-Mint Unavailable Very enjoyableI liked this book quite a bit. It introduced enough well written characters that I found myself wondering if they'd been in other stories as well and hoping to find those. The title says it all, every page is dripping with rocking sci-fantasy goodness. Another stellar example of the horrors that spring from minds of Paizo. I highly recommend this book to anyone, it's got something for just about any game, and combined with the other three, you'd be hard pressed not to have a monster for every situation. With an intense and riveting opening and some really solid NPC's this module starts the AP off on the right foot, perhaps two right feet. Some particularly excellent artwork really pulls it all together. Amber Scott did an amazing job. I absolutely loved this book, a must have for anybody who wants to run a game with a little more "oomph" than normal or wants to throw a few new twists on a monster to scare their players. The new mythic abilities were very interesting, and I could envision a few jaw-dropping moments using them. The new legendary item rules were absolutely amazing, and were something I'd been trying to work out for myself for a long time. The monster are terrific, let me just say, I pity the party encountering a mythic red-dragon. I'd have to say my favorite aspect of the book is the artwork, there's some really spectacular art in here, and I loved seeing the mythic Iconics. Overall, I'd say this book is definitely of Mythic stature. |