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Orin Oakhammer's page

87 posts. Alias of Fanguar.


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Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

Welcome back to the webs of inter.

Let's go buckle some swash!


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

Nature! *Shakes fist at sky*


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

Orin's just been drinking and wenching since his last commission limped into port. He's been keeping a room at the Captain's Wheel, but rarely wakes up there. He's only been around for a month or so, but has been sailing these waters for decades and hardly a stranger to the city.


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)
Mori Fallenoak wrote:
Orin: What teamwork feats do you have? I didn't see them listed under feats in your profile. Mori gets one at 3 that I've not chosen yet, and Outflank for free (also given to any creatures she summons via Nature's Ally), so I figured I'd see what you have so I can put them to use.

I have stealth synergy right now. I can change it as a standard action, so it's not locked in yet. Teamwork feats are pretty terrible if you're not melee, so if there is any that you want let me know and I'll take it.


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

Bam!

Checking in

Dagoresh Telarawr wrote:


In all honesty, Dag might get lonely on the frontlines. XD That said, play what you'll have the most fun playing.

Bah, everything will dead before you even get to it. Pew, Pew FTW.


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

.


Well that's exciting. Yay!


He's a warlock.

Obviously his name should be Adam...


@GM: Ah that's much more reasonable. Things are already pretty crazy at that point.


Mythic is fine. Super fun for PCs, giant headache for DMs.

I have fighter 6/mythic 1 PC that is not remotely optimized and he hits for 4d6+40. Enlarged crits hit for 12d6+84. Oh and he has a base speed of 50ft.

Mythic tends to get a little unbalanced....


Fluff:

Apperance

Orin Oakhammer, the Kegsbane, is a seadog of no small note. His clan long ago realized that there could be more coin to be made sailing trading ships than grubbing for it i the ground and Orin grew up in, on and around the sea.

Under the guise of looking for new markets, for the last few decades Orin has been indulging in a bit of wanderlust. Signing on as a crewman on all manner of sailing vessels, Orin has crisscrossed the oceans on all sorts of endeavours both legal and less than so. Orin isn't big on scruples, so the nature of the work doesn't really matter to him as long as there is a chance for adventure, but he wont leave port without a signed contract outlining the terms of his employment.

Up until recently he had been serving on the Thunderstriker under Captain Tomas Garell, but the ship and her crew were severely mauled in a bit of a navel disagreement and were fortunate to be able to limp in Port Shaw in one piece. With the ship barely seaworthy and the Captain having lost the fire of high seas adventure, Orin currently finds himself with out employment. Having tucked a fair bit of coin away for such an occasion, he has been storming the Port's taverns and brothels with equal abandon, but is always on the prowl for a new bit of work for fun or profit.

Personality: Saltiest of saltdogs. Having sailed the seas longer than most humans have been alive, Orin has seen it all before, except more so. Nothing is every as dangerous, large or challenging as the last time he did it. True to his dwarven roots, Orin is slow to make friends or enemies, but those he does are for life. Having been at this for quite some time now, Orin is starting to get an itch to make his way back to his clan and as such is on the lookout for that one last big score to carry him over into retirement.

Party role:

Scout, massive amount of ranged DPS, Party face, swim, help sail a ship, Orin a (almost) do it all. I envision Orin up in a ship's crow's nest raining down death on enemies at ridiculous distances as ships close in on each other. Mechanically he's pretty solid and should be able to contribute both in and out of combat.

Crunch is in his profile, but TLDR: He's a Zen archer monk/inquisitor


I'm in PST (GMT-7, with the DST), and can post multiple times throughout the day,(7am-12pm local time).

On another note, the synergy between a zen archer monk and a conversion inquisition inquisitor is amazing. In my head I thought they would be a good match, but it's even better in practice. +WIS to knowledge checks and initiative, and Bluff, Diplomacy and Intimidate are all WIS based skills. Get all the Wisdom!!

So anyways back to the potential game, is the intention of getting a boat right off the bat, which I would be in favor for. There are some pretty cheap options outlined in the player's guide that would only cost like 2k per PC and if my options are a ring of protection +1 or a ship, well now that's not much of a choice.


Razor coast and ghestalt to boot, hmmm? How can I say no to that? Got a zen archer monk/inquisitor concept that I'll have to throw together.


Weyland/Ignatius here.

I have a menhir savant caster druid that I would be happy to play instead.

I don't have a background yet. It would be Conspiracy Hunter and probably just a generic protecting the citizens of Westcrown from demonic influences type thing.

(Really just want to play counsel of thieves.)

EDIT: Forgot Menhir savant isn't allowed, I'd drop the archetype.


VotV:

How do you reconcile his extroverted and people oriented nature with a below average Charisma?

Well for me your charisma score reflects how others see you, not how you see yourself. So I think it's possible to be cheerfully optimistic, hopeful, and confident and still be undiplomatic and not have any real leadership qualities (he's a nice guy with suspect credibility and you wouldn't let him lead you into battle). He is also unkempt, dirty and malodorous.

The background suggests a deep connection to the earth, but he venerates the Sky Lord. How would you characterize the ley lines he taps into?

Gozreh is a primordial God of Nature and the sky lord is just one aspect of his/her nature, so I would imagine that having a connection to the land shouldn't be a major issue. Also the earth related trait reflects an earlier point in Orin's life that shouldn't necessarily be negated by later events.

That being said, I see ley lines as lines of force that run around the planet, connecting all things and holding everything together. All things should be connect to them, sea, land and sky. I see Orin as able to feel these bands of power and tap into their power. Technically, there should be situations where that is impossible, but that would have to fall under your domain.

What stake does Gozreh have here to speak directly to Orin and call him?

Well as Gozreh is pretty much the only pure nature God in the pantheon, I imagine that he/she has a vested interest in preserving nature and preventing corruption and could see it calling out for champions. I would say that the worldwound is the greatest threat to the natural order in Golarion and I imagine that druids and priests of Erastil and Gozreh would be actively working to combat the demonic influence and to prevent the spread of their corruption.

As such, I wouldn't say the Orin is particularly special and the he is simply one of many who have answered the call. Whether he knows that is another matter.


Ok I think I am happy with what I've got here.

So Orin Oakhammer Menhir Savant and somewhat cracked servant of Gozreh throws his hat in the ring.

Fluff and Crunch in his profile. Please let me know if you have any questions.


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

Checking in. Excited to be a part of this one folks.

Welcome to the paizo PbP community Vanarch.

GM, how do you like to run combat? Do you use maps?


And his Dwarven Druid for consideration


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

"If it's not one thing, it's another. I should mention that I've determined how to change my form to that of an animal. Once this storm blows over, I should be able to use this ability to find our lost equipement on the sea floor as well as scout the area as a bird.


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

"Anyone up for hunting a giant flying abomination today? I wouldn't be surprised if it was somehow related to the 'bone takers' or the 'unleashed evil. If nothing else, it allows us to continue surveying the country side."


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

I'm good to fast forward to morning


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

@Gellius: "Probably a good idea. Hopefully nothing is catching."

"Couldn't hurt to find out what was said during the parley, as well."


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

Orin shrugs.

"No one's been stabbed yet, so things can't be going too bad."


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

Orin continues to watch the parley from the wall, keeping an eye out for trouble.


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

On the Wall

Seeing the advancing forces, Orin cries out and starts to raise the alarm.

Awake! Awake! Foes at the gate!


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

Sensing a shift in the natural order, Orin goes out to the wall to investigate.

Perception:1d20 + 9 ⇒ (6) + 9 = 15
Knowledge(nature):1d20 + 6 ⇒ (1) + 6 = 7


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

"I think that we should return to the fort to tell the others. We might want to get some back up before we go looking for the owner of that screech."


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

Wilds

Oh. Poop!

"I think something may have recently been released. That may be a little bad."

Orin looks around to see if he can find any tracks to determine where the beastie headed after it was 'birthed'. (Survival +7) I'll take 20 if possible, 10 if not.


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

Orin goes over to see what Songan found.

"This doesn't look good. I wonder if this is the only such thing, or whether there are others."

Orin will survey the area looking for more of the same. Taking 20 to do a thorough job. Perception = 29


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

Hit it with an axe?


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

Ya I'm in 8 currently, but I'm addicted to character builds, it's a problem :) Really though, considering how many of these things shrivel up and die, I would be surprised if all of them were still running a couple of months from now.

@Catila, Skull & Shackles is pretty fun, but more so than any other AP I've run or played, it really helps if you build a character that works well in sailing/piracy setting.


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

Arriving at the unusual stones, Orin peers around intently to seen what he can see.

Perception:1d20 + 9 ⇒ (9) + 9 = 18

Knowledge(nature):1d20 + 5 ⇒ (9) + 5 = 14


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

Flavour wise, you can never go wrong with dragon disciple ;)


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

Orin will take some time to scout out the immediate area to see if there are any other remnants of this old battle.

Perception:1d20 + 9 ⇒ (6) + 9 = 15

"When we get the chance, if someone want's to take a gander at this fancy sword I tripped over, it would be appreciated. I'm pretty sure it's magic, but I'm not sure of the type."

He also tries to determine how long the corpse has been laying in the jungle.
Knowledge(nature):1d20 + 6 ⇒ (5) + 6 = 11


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

Orin and Grimfang attack the remaining Grick (Orin while flanking with Gellius)

Orin Attack:1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8

Grimfang Attack:1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6

but both miss the battered Grick.


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

Grimfang snaps at the fleeing Grick:

Attack:1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7 but misses

On his turn he tries to chase down Grick 3:

Attack:1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9and misses again

Orin will charge at any Gricks within range to try his new fancy sword:

Attack:1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 threatens
Attack:1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17 Confirms?

Damage:1d6 + 3 ⇒ (2) + 3 = 5 x2?


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

Round 4, Init 14

Orin casts Magic Fang on Grimfang and the taking his new sword, moves closer to the fray.

Magic Fang:

School transmutation; Level druid 1, ranger 1
Casting Time 1 standard action
Components V, S, DF
Range touch
Target living creature touched
Duration 1 min./level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Magic fang gives one natural weapon or unarmed strike of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. The spell does not change an unarmed strike's damage from nonlethal damage to lethal damage.

Grimfang goes after after the pinned grick, if still alive:

Attack:1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Damage:1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

Staring down at the sword suddenly in his arms, Orin tucks it under an arm and casts entangle to try to slow the enemy down. He tries to catch as many gricks as posible in the area of effect while excluding his companions. Vines spring to life and tree boughs reach down, attempting to wrap around the gricks. DC14

Entangle:
School transmutation; Level druid 1, ranger 1
Casting Time 1 standard action
Components V, S, DF
Range long (400 ft. + 40 ft./level)
Area plants in a 40-ft.-radius spread
Duration 1 min./level (D)
Saving Throw: Reflex partial; see text; Spell Resistance: no
This spell causes tall grass, weeds, and other plants to wrap around creatures in the area of effect or those that enter the area. Creatures that fail their save gain the entangled condition. Creatures that make their save can move as normal, but those that remain in the area must save again at the end of your turn. Creatures that move into the area must save immediately. Those that fail must end their movement and gain the entangled condition. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to the DC of the spell. The entire area of effect is considered difficult terrain while the effect lasts.

If the plants in the area are covered in thorns, those in the area take 1 point of damage each time they fail a save against the entangle or fail a check made to break free. Other effects, depending on the local plants, might be possible at GM discretion.


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

Wilds

Round 2, Init 13

Seeing that neither he nor Grimfang can do any damage. The pair of them perform withdrawal actions and move 40' away from the gricks.


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

Good call Catila

Knowledge(nature):1d20 + 6 ⇒ (16) + 6 = 22


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

Wilds

Round 1, Init 13

Orin and Grimfang Focus on an enemy, setting up flanking positions. Orin draws his sword as he moves into position and attacks with Grimfang darting to slash with his teeth.

Grimfang:

Attack: Bite +4 (1d6+2 plus Trip)
--------------------
Defense
AC 18, touch 13, flat-footed 15
hp 30
Fort +5, Ref +3, Will +2

Orin Attack:1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Crit Confirm:1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
Damage:1d6 + 3 ⇒ (4) + 3 = 7
Damage(if crit):2d6 + 6 ⇒ (5, 5) + 6 = 16

Grimgfang Attack:1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Damage:1d6 + 2 ⇒ (5) + 2 = 7
Trip(if possible):1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

Wilds

Perception(Grimfang): 1d20 + 5 ⇒ (10) + 5 = 15

Perception(Orin): 1d20 + 9 ⇒ (9) + 9 = 18


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

Orin decides not to get involved in the brewing debate.

"I feel that the colonists themselves should be more than capable of performing a boar hunt, if they so choose.

@Catila: "I'm itching to go investigate those stones we saw yesterday. I'm almost positive that I saw one of them move and my curiosity demands satisfaction."


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

I'm good with skipping to the next morning.


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

"Hmmm...Perhaps we had best investigate the source of this disease. If it is magical in nature it might be easiest to stop it at the source."

@Gellius:"That's not a bad idea. Mevakh would serve a good point of comparison, due to the renowned ability of Paladins to resist diseases."


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

WILDS

@Catila: "Sounds good to me. We could probably fight the giant rock on our own, but we might need some backup if it brings it's friends."


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

Orin turns to Catila,

"Did you see that, or am I getting soft in the head?"


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

Wilds

Perception:1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

WILDS

In response to Leralt's theory,
'So that's that then. Do we return to the fort to inform our fellows, or shall we poke about a bit more while we still have the light?"


Male Dwarf Monk(Zen Archer)/Inquisitor 5, hp 60/60, AC 21, (T21/FF18), Init +13, Perc +14 F+8(13)/R+8(13)/W+11(16)

WILDS

Orin studies the circle and the area surrounding it to see if there is anything indicative of what might have caused the blight:

If there is no hurry, he'll just take 20 on his Knowledge(nature) +6 and Survival +7 checks

I guess we could always just walk in and take a look, or..."

He looks around for a stone and tosses it into the circle to see if anything happens.

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