Vencarlo Orinsini

Orin Vanderwhal's page

394 posts. Alias of mbauers.


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Well, I slightly disagree with the first part of your interpretation of the rule that you bolded. It doesn't say that the amulet only affects unarmed attacks, it says it can grant melee weapon special abilities so long as those abilities can be applied to unarmed attacks. So really the question is: Can you apply the guardian enhancement to an unarmed attack? If so, the AoMF can be used to grant the guardian enhancement. And the AoMF grants any special abilities to both unarmed and natural attacks. I guess I never really considered that you couldn't apply such properties, and I get that you can't use craft magic weapon to empower a monk's fist with the wounding property as though it were a magic weapon, for example, but neither can you do that on a natural weapon. I mean, by that interpretation, you wouldn't be able to put any weapon special abilities on an AoMF, right? You can only put weapon properties when imbuing magic weapons. It's an interesting quandry. In my group our druid put a Holy enhancement AoMF around her pet tiger's neck. It was bad for the demons we were fighting. ;-)

All of that is moot, though, as your second point is well-taken. It makes sense that the destiny weapons can't be further modified. I'll just change it to an AoMF +1, same cost.


Further updated:

Level 8 general:
+1 Int score
+1 WS
+1 FS
+1 BA
+8 + Con Mod HP
+1 CMD vs Grapple and Trip (Favored Class)
+5 + Int Mod skills

Level 9 general:
+1 feat (Extra Arcana—Jinx Blending—Ill Omen, level 2 Magus spell)
+1 RS
+1 BA
+6 + Con Mod HP
+1 CMD vs Grapple and Trip (Favored Class)
+5 + Int Mod skills

Level 10 general:
+1 FS
+1 WS
+1 BA
+9 + Con Mod HP
+1 CMD vs Grapple and Trip (Favored Class)
+5 + Int Mod skills

Level 8 Fighter:
Swap out Kirin Style for Crane Style
+1 Combat Feat (Crane Wing)

Level 9 Fighter:
Weapon Training: Natural +2, Bows +1

Level 10 Fighter:
+1 Combat Feat (Crane Riposte)
+2 Bravery

Level 8 Witch:
Learns: Hallucinatory Terrain, Cure Serious Wounds, Vermin Shape II
Hair becomes 15 ft reach
Strangle (Ex): At 8th level, when the white-haired witch’s hair is grappling with an opponent, that creature is considered strangled, and cannot speak or cast spells with verbal components.

Level 9 Witch:
Learns: Feeblemind, Waves of Fatigue

Level 10 Witch:
Learns: Mirage Arcana, Break Enchantment, Hold Monster
Rogue Talent: Weapon Training (Weapon Focus—Hair)

Level 1 Magus: Arcane Pool (2 + Int Mod), Cantrips, Spell Combat, All 0th level spells, 10 1st level spells
Level 2 Magus: Spellstrike, +2 level 1 spells known
Level 3 Magus: Magus Arcana—Arcane Accuracy, +2 level 1 spells known
Level 4 Magus: Hex Arcana—Flight Hex, + 2 level 2 spells known
Level 5 Magus: Bonus Feat (Weapon Specialization--Hair), +2 level two spells known

Sell Hat of Disguise—sells for 1,350 gp
Sell Belt of Wisdom—sells for 3,000 gp

Buy scrolls of: Baleful Polymorph, Cloudkill, Dominate Person, Mind Fog to teach to Familiar Cost = 4,500 gp

Upgrade Cloak of Resistance to +3 = 5,000 gp
Upgrade Shield to +3 = 8,000 gp
Buy Belt of Physical Might (Str and Dex) +2 10,000 gp
Buy Headband of Vast Intelligence +4 16,000 gp
Buy Gloves of Dueling 15, 000 gp
Buy Lesser Rod of Metamagic (Quicken) 35, 000 gp
Buy Ring of Protection +2 8,000 gp
Buy Amulet of Mighty Fists +0 /w Guardian enhancement 5,000 gp
(A guardian weapon infuses its wielder with protective wards and great resistance to danger, allowing the wielder to transfer some or all of the weapon’s enhancement bonus to his saving throws as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon, and the bonus on all saving throws lasts until his next turn. The weapon must be wielded in order for this bonus to apply—it does not function while the weapon is sheathed or otherwise stowed)

2,063 left for scrolls, potions, etc.


The guardian weapon enhancement is like "defending" but with saves instead of AC. So when I'm wearing the amulet I can allocate the +4 bonus from my hair to my saves. (the amulet gives the guardian ability to all of my natural weapons, and my hair is a +4 weapon. )


Jayse wrote:
I thought the AoMF was the exception to that rule?

I'm almost certain it is, but perhaps SR wants to houserule it. I think the guardian power is a good one for Orin, because any time I use a spell in a round instead of attacking I can free action boost all of my saves by 4. Not too shabby. Did you pick up an AoMF with Jayse? Lots of cool possibilities there.

And yeah, the question marks were for me. Typing that up took WAY longer than expected. When I finalize it I'll post it here again, but I'll use spoiler tags this time, hehe


Made some progress, but I have to finish the rest tomorrow. Too tired. Anyway, here's what I came up with so far:

Level 8 general:
+1 Int score
+1 WS
+1 FS
+1 BA
+8 + Con Mod HP
+1 CMD vs Grapple and Trip (Favored Class)
+5 + Int Mod skills

Level 9 general:
+1 feat (Extra Arcana—Jinx Blending—Ill Omen, level 2 Magus spell)
+1 RS
+1 BA
+6 + Con Mod HP
+1 CMD vs Grapple and Trip (Favored Class)
+5 + Int Mod skills

Level 10 general:
+1 FS
+1 WS
+1 BA
+9 + Con Mod HP
+1 CMD vs Grapple and Trip (Favored Class)
+5 + Int Mod skills

Level 8 Fighter:
Swap out Kirin Style for Crane Style
+1 Combat Feat (Crane Wing?)

Level 9 Fighter:
Weapon Training: Natural +2, Bows +1

Level 10 Fighter:
+1 Combat Feat (Weapon Specialization Hair?)
+2 Bravery

Level 8 Witch:
Learns: Hallucinatory Terrain, Cure Serious Wounds, Vermin Shape II
Hair becomes 15 ft reach
Strangle (Ex): At 8th level, when the white-haired witch’s hair is grappling with an opponent, that creature is considered strangled, and cannot speak or cast spells with verbal components.

Level 9 Witch:
Learns: Feeblemind, Waves of Fatigue

Level 10 Witch:
Learns: Mirage Arcana, Break Enchantment, Hold Monster
Rogue Talent: Weapon Training (Weapon Focus—Hair)

Level 1 Magus: Arcane Pool (2 + Int Mod), Cantrips, Spell Combat, All 0th level spells, 10 1st level spells
Level 2 Magus: Spellstrike, +2 level 1 spells known
Level 3 Magus: Magus Arcana—Stalwart?, +2 level 1 spells known
Level 4 Magus: Hex Arcana—Flight Hex, + 2 level 2 spells known
Level 5 Magus: Bonus Feat (Combat, Item Creation, or Metamagic), +2 level two spells known

Sell Hat of Disguise—sells for half? 900 gp
Sell Belt of Wisdom—sells for half? 2,000 gp

Buy scrolls of: Baleful Polymorph, Cloudkill, Dominate Person, Mind Fog to teach to Familiar Cost = 4,500 gp

Upgrade Cloak of Resistance to +3 = 5,000 gp
Upgrade Shield to +3 = 8,000 gp
Buy Belt of Physical Might (Str and Dex) +2 10,000 gp
Buy Headband of Vast Intelligence +4 16,000 gp
Buy Gloves of Dueling 15, 000 gp
Buy Lesser Rod of Metamagic (Quicken) 35, 000 gp
Buy Ring of Protection +2 8,000 gp
Buy Amulet of Mighty Fists +0 /w Guardian enhancement 5,000 gp
(A guardian weapon infuses its wielder with protective wards and great resistance to danger, allowing the wielder to transfer some or all of the weapon’s enhancement bonus to his saving throws as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon, and the bonus on all saving throws lasts until his next turn. The weapon must be wielded in order for this bonus to apply—it does not function while the weapon is sheathed or otherwise stowed)

613 left for scrolls, potions, etc.


Well, it's not as good as I originally thought. I wanted to get Ill Omen as a magus spell by getting this magus arcana that lets you get a witch spell on your magus class list (can't remember the name). The thing is, I have to have 2nd level Magus spells to be able to do that, and I get the magus arcana at level 3. So I might have to burn a feat to do it. (I want to get a minor metamagic rod of quicken and do Quickened Ill Omens with Feeblemind, Baleful Polymorph, etc. Pretty nasty).

Anyway, I still think it'll be a cool choice.

I'm also going to swap out Kirin Style for Crane Style at 8th level and take that feat path.


Oh, and my HD rolls

3d10 ⇒ (8, 8, 4) = 20

3d10 ⇒ (8, 2, 9) = 19


Ok, cool. I think I've decided on Hexcrafter Magus. Figuring out what equipment choices to make is pretty tough, but I have some ideas.


Man, so many options. Ok, another question. Several of the fighter archetypes lose Weapon Training (which I get from Lore Master) and replace it with something similar, like this from the Brawler archetype:

Close Combatant (Ex)

At 3rd level, a brawler gains a +1 bonus on attack rolls and a +3 bonus on damage rolls with weapons in the close weapon group. Both of these bonuses increase by +1 for every four levels beyond 3rd (to a maximum of +5 on attack rolls and +7 on damage rolls at 19th level).

This ability replaces weapon training 1 and 2.

If I have Close Combatant and Weapon Training, would you allow them to stack? Or no?


So, the tactician archetype says has this ability:

Tactician (Ex)

At 5th level, a tactician gains this ability as the cavalier class feature. He may use this ability once per day at 5th level, plus one additional time for every five levels after 5th (to a maximum of four times at 20th level). If the tactician also has cavalier levels, these levels stack for determining the number of uses per day, and he can take the better progression.

This ability replaces weapon training 1.

The cavalier ability is worded like this:
At 1st level, a cavalier receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the cavalier can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the cavalier possesses. Allies do not need to meet the prerequisites of these bonus feats. The cavalier can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels thereafter.

I assume that means I get a teamwork feat with that ability, right?


Hey guys, just a heads up that I have a late night at work tonight and tomorrow, so I probably won't have anything done until Friday.


Sorry for the delay, guys. I tried to post at my usual time and the site was messed up for me.

To Strae's point in the thread--I might add the Tactician archetype. Could be fitting.

Also considering Inquisitor for our newly-added Divine allies. Decisions, decisions...


As the wave rushes toward him, Orin has a quick moment to think about his life. Contrary to the notion that his "entire life would flash before his eyes", only one thought rises to the surface of his mind-- Alone--I'll die here, alone, and no one will mourn my passing.

The thought fills him with dread, but he stands fast, all other options exhausted. When the divine assistance arrives it is as if in a dream. Orin listens to the verbal duel and then Bebhinn's offer with intense interest, feeling a sense of renewed purpose in his life.

Thank you for intervening--you saved our lives and thwarted a great evil. I am honored by your offer and I accept. I hope that I can help in some small way in this struggle for the Isles.


I think a tactical withdrawal is a good idea. Maybe Strae can haste us, we can use up the elemental gem to try to get in her way and delay her for a round or so, and then run.

As far as where to run? Well, we could try to take the Mako, but I have a feeling that Naladoria has an insane swim speed.

A semi-crazy idea is to run back into the Shaudran ruin. Maybe her power is diminished in there.


Run?


Orin takes the rod, studying the goddess for a weakness. Failing to comprehend her nature, he (uses RPG/Pokemon knowledge) blasts a lightning bolt in her direction, hoping the electricity will dissipate her watery form.

Free: Knowledge (Planes) 1d20 + 17 ⇒ (5) + 17 = 22

5 ft move to DS 24

Swift: Arcane Armor Training

Standard--Maximized Lightning bolt at Naladoria, 42 damage, RS DC: 20 for half damage.

CL Check to overcome spell resistance 1d20 + 7 ⇒ (20) + 7 = 27

Huzzah! I hope that succeeds!

Move Action: Draw bow


Orin half turns to the gnome while trying to keep an eye on Naladoria.

Strae, I don't suppose I could borrow that rod?


Heads up, Im at Notre Dame today and my battery life is low, so I won't be able to post for a while. Ideally, I'd like to flank and hit her and go for a grapple attempt. I also still have black tentacles.


1d20 + 8 ⇒ (17) + 8 = 25


Short answer--I oppose all the returned gods, though I sacrifice a large portion of my power to do so.


I haven't been here long, but I rather like this world. I won't leave to see it drowned. You should abandon this plan. You're a goddess, you're immortal. You've waited this long to be brought back to this realm--why are you in such a hurry to conquer it? Why not take your time and seek to gain followers through spreading the tenets of your faith and actually answering people's prayers? Starting a war is rash and counter intuitive to your goals of ascending in power. You said it yourself--mortal belief fuels divine power. Why kill off your own power source instead of harnessing it? Instead you demand what's yours right NOW, like an impatient child.

But if you insist on continuing along this path, I will oppose you. You've been defeated once, you can be defeated again. Who better than us to stop you? We destroyed the most powerful of the race that banished you in the first place. Without us, you'd still be barred from this world. Please reconsider your war plans, or leave now while you still can.


Toughest decision I've ever made in a game, no joke.

I've seen many more worlds than this one. And yet in this small corner of one world, you fight for so long to return to existence, and for what purpose? To kill and enslave people that have wronged you in no way. I'd think that Gods would be above such petty motivations.

Orin now, for the first time, looks Naladoria in the eyes. You offer us riches, knowledge, power, but we both know their will be countless deaths on both sides. Even if we survive, what need do I have for riches and power in my last days? I'd just as soon read a good book. And why should I want to be a god when my time here is at an end? I'd rather go off to face whatever awaits in the great beyond, than carry out the whims of capricious gods, who care nothing for the souls that inhabit 'their' realm.

The teacher takes a deep breath and exhales, saying firmly: Books don't keep underwater, and aboleths are poor conversationalists. I reject your offer, and denounce your plan to destroy this world.


Orin watches the back and forth of the conversation, thinking long on the goddess' offer. While it is flattering to be given such a position of honor by a deity, and promised godhood among other rewards, the nature of the request gives him pause.

He speaks to Naladoria calmly and softly: I have no taste for deception, nor desires of wholesale slaughter. So please, if you would, answer this: the individuals who provide no resistance--those who willingly join you and your kin and are promised a place in your new world--will their quality of life then improve over what it is now? Will there be advancements in technology, learning, medicine? When the conflict is over, will there be lasting peace and prosperity? I don't wish to deceive people into giving up their way of life, but if things will be better for everyone in the submerged world, then it might justify the necessary evils of war.

He folds his hands, watching the goddess carefully and listening closely.


Better prestidigitate that thing ;-)

So, dumb question, but were Orin's memories altered? I assumed not, but I wanted to be sure before I weigh in on the gameplay thread.


When a Goddess speaks, we must listen.

Orin tries to sound sincere, but he is afraid of what information might be coming.

Perception 1d20 + 37 ⇒ (1) + 37 = 38

Sense Motive 1d20 + 26 ⇒ (19) + 26 = 45


Jayse wrote:

Unless Ushari does, in fact, want to buy it out-right. Then we could consider it hers.

Though if we go that route I'd say we charge her the price that we'd get if we sold it off... that seems the most fair.

I agree


For my part, I'd like an equal share of whatever we got since I've been here. I can see how you all would want some equity among your gear, including gear that you've had for a while. But I wasn't even part of the group for that loot, so I feel that I have no claim to any of that. Perhaps sell the adamantine dagger, get a regular adamantine dagger from the money to give to Ushari and split the difference of the remaining coin between Jayse and Jofram? Not sure how much that would make you three equal, but it should put you all pretty close to Strae, I believe.

In short, I'm good with whatever you guys decide. If we know that we want to keep the heal scroll for Ushari, I'm fine if that doesn't count toward her share as it's more of a "party item". I'd even think the same about the wand, personally. But I don't really want any of the other items and would rather just sell them. (However, the rod of Maximizing is pretty awesome. Of course, it might be better to sell it, divvy up the money, and then me and Strae can both by lesser rods of Maximizing, for example).


Orin Vanderwhal wrote:
Orin, unsure how to address a deity, bows deeply and says: It was my pleasure. He takes special care to not look her directly in the eye.

My internet connection at work is being pretty crappy today. This post was supposed to be in response to Naladoria saying thank you to me.


Orin, unsure how to address a deity, bows deeply and says: It was my pleasure. He takes special care to not look her directly in the eye.


Agreed. We got what we came for. Let's check in with Isolde and then see if the sea water will work.


Sorry guys, I tried to post earlier when I could and the site was down. We made it! Of course, I now expect to be devoured by an advanced fiendish dire shark, so I'm going to keep treading carefully.


I still have one summoning scroll remaining. Shall we send a canary down the mineshaft?


I'd just as soon sell everything and take the gold, personally.


Sorry guys, long commute :-(

Ushari Velnokal wrote:
Jayse wrote:
"Who brought a loot cart?"

Ushari shrugs, a half smile on her face. "Maybe Orin has one up his sleeve."

Straehan wrote:
"This looks remarkably similar to the Front Door we saw from the boat... except the words are less of a jumble. It looks like they've been mostly decoded. It shouldn't take much to finish the puzzle and get it open."]
"Sure thing. I wonder where these doors lead to though."

I actually have two mules with saddle bags in my robes, if needed, hehe. Crazily, I am not kidding.

Staff of souls SOUNDS pretty awesome. I'll look up what all those items do a bit later tonight to weigh in on if I want anything.


Villainous Beast wrote:

Dragon's know when they are dying, and this one is no exception. Even were she to Shadow Walk right now, the effort would leave her unconscious and the bleeding wounds she suffered would finish her. So she has to make her death worthwhile, even if it requires playing a risk. Her vision goes blurry as the multiple images of Ushari tumble into range. Even striking at one of them would be too much effort. She has to hope the acrobat misses... and then she will bathe half her assailants in a black cloud pulled directly from the heart of the negative material plane. It will scour the flesh from their bones! It will reduce them to piles of...

Ushari's rapier concludes the Dragon's thought - with a single perfect strike, up through the jaw , skewering the creature's brain, and bursting from the top of the skull like a needle-thin unicorn horn. The beast twitches once and the 300 lb head collapses. Ushari steps clear of the crashing skull, pulling her red-soaked rapier free.

The temple falls silent.

COMBAT OVER

Awesome finish, awesome writeup. Nice job everybody, including SR!

As the adrenaline subsides, the pain from the wounds, both physical and supernaturally-transferred, weighs heavily on the witch's mind. He pulls out his wand and begins healing, alternating between those who appear most wounded.

Well fought, everyone. It's a shame we couldn't reach a more peaceable agreement, he says in between pulses of positive energy. Can you three stand guard while Ushari and I set things right?

Many rolls of the wand...

1d8 + 5 ⇒ (8) + 5 = 13
1d8 + 5 ⇒ (1) + 5 = 6
1d8 + 5 ⇒ (2) + 5 = 7
1d8 + 5 ⇒ (6) + 5 = 11
1d8 + 5 ⇒ (4) + 5 = 9
1d8 + 5 ⇒ (7) + 5 = 12
1d8 + 5 ⇒ (2) + 5 = 7
1d8 + 5 ⇒ (5) + 5 = 10
1d8 + 5 ⇒ (1) + 5 = 6
1d8 + 5 ⇒ (8) + 5 = 13


If applicable, CMD vs Grapple is 34 + 2 deflection + 2 combat expertise = 38. Oh, and I forgot above, but the move action from greater grapple was to pin him, obviously.


Orin continues his advance, cautiously, trying to distract the creature enough for Jayse to put it down, extending hair tendrils toward the dragon's eyes and nose.

5 ft move to S 109

Either Standard or Full attack, depending on results. First attack Haste, Heroism, IC, Flanking, Combat Expertise, Str Damage 1d20 + 7 + 3 + 1 + 3 + 1 + 2 + 2 + 2 - 1 - 3 ⇒ (17) + 7 + 3 + 1 + 3 + 1 + 2 + 2 + 2 - 1 - 3 = 34

Damage if a hit 1d8 + 1 + 3 + 2 ⇒ (1) + 1 + 3 + 2 = 7

If hit, swift action grapple attempt, BAB, Int Mod, Weapon Training, +3 weapon, +4 class feature, + 4 feats, + 2 Heroism, + 2 IC, + 1 Haste, - 1 Combat Expertise, +2 flank 1d20 + 7 + 7 + 1 + 3 + 4 + 4 + 2 + 2 + 1 - 1 + 2 ⇒ (18) + 7 + 7 + 1 + 3 + 4 + 4 + 2 + 2 + 1 - 1 + 2 = 50

Move action grapple vs dragon's grappled CMD--if my original attack hit, this will be my second attack from haste using a full attack 1d20 + 7 + 7 + 1 + 3 + 4 + 4 + 2 + 2 + 1 - 1 + 2 ⇒ (10) + 7 + 7 + 1 + 3 + 4 + 4 + 2 + 2 + 1 - 1 + 2 = 42


Ushari, you can choose to dismiss the shield other spell if you're worried about taking damage from it. BTW, you might want to hero point standard channel and then swift channel after moving to heal all of us. If you don't, there's a good chance Jayse, Jofram, and I will all die this round.


The dragon has 15 ft reach on its bite. You were in melee with her ;-)


Should be 29


Orin drinks a potion (or two) before advancing cautiously near the dragon. Jayse, let me take a shot!

Move: Drink potion of Shield of Faith +2

Standard: Drink Potion of Cure Serious Wounds 3d8 + 5 ⇒ (4, 8, 8) + 5 = 25

5 ft step to R 110

I know you guys do move action to drink a potion that's in-hand. I assumed it's standard to do a potion not-in hand. If it's move to draw, move to drink, then I'll move action drink the shield of faith, standard total defense, 5 ft move to same space.

Jayse, if you delay I'll step up and aid another next turn which, combined with flanking, should help you out a bit. Or if you want I can go for the double hair strike hail mary grapple.

AC: 22 + 2 shield of faith + 1 haste = 25 AC


Jofram, she has 15 ft reach with her bite, FYI


Orin nods, shrinking down, blasting a ray of energy over his shoulder as he runs around the tar.

Free: Dismiss Enlarge Person, end up in square S102.

Swift: Arcane Armor Training

Standard: Ray of Enfeeblement, touch attack, heroism, haste, IC 1d20 + 7 + 3 + 2 + 1 + 2 ⇒ (3) + 7 + 3 + 2 + 1 + 2 = 18

DC 18 Fort Save for Half, Str Penalty 1d6 + 3 ⇒ (6) + 3 = 9

Spell Penetration 1d20 + 7 ⇒ (17) + 7 = 24

Move: To Q111, drawing bow


Ok, recalling that the Dragon has 15ft reach with his bite, makes me in her reach. Not good. So, question--if I dismiss enlarge person, do I get to choose which of the four squares I end up in?


I'll stick with my actions. If my swift action grapple fails, then my move action is invalidated. If that's the case, then I'll use my action to move over next to Straehan to get hit with the stoneskin. It looks like S/T 101/102, I believe.


Well, the way I see it, if I'm going to get DD back I'm wondering if we should rewind back to that round? I'd prefer not to do that, but it doesn't make sense for me to be on the dragon's back if I didn't use DD, you know?

And maybe I'm reading it wrong, but if the dragon is pinned, doesn't it pretty much have to try to escape on its turn? It can't attack me, right? And if that's the case, I think Straehan should use Haste instead of Stoneskin, and I think Jofram should straight-up full attack that chump.

Of course, if that were the case, then hopefully Jayse would have stayed on the dragon and full attacked too.


Jayse wrote:

Deflection bonuses do apply to CMD. ALso, where does it say you can restrict its ability to speak. If anything, the Pinned entry specifically says a pinned creature can take verbal and mental actions. And I'm a little unclear on whether it can take AoO's on you if you decide to drink that potion. With the grappled condition, a creature can still take AoO's on the creature grappling it (if not against other creatures), and the Pinned condition doesn't mention it other than to say "A pinned creature is limited in the actions that it can take"... which it doesn't then go on to illuminate very well.

I'm also not sure hwo likely it is that we can find the shell -- through mundane or magical means -- before she breaks loose from your grapple. She probably has a fairly hefty CMB, being a Huge Dragon and all (likely with a template or so).

Yeah, I was just reading through everything now. I think I might have been thinking of a 3.5 rule. Dah well, at least I'm subduing her for a round. Maybe she'll roll a 1 ;-)

Thanks, 'Shari! Every little bit helps, haha.


Jayse wrote:
Orin, what's your current CMD vs. grapple (against the big girl)?

Ninjaed! Does deflection count for CMD? I don't have any at the moment, but I have a potion in my hand.


Huzzah! I believe I'm allowed to prevent the dragon from speaking/casting spells with verbal components while I grapple it, so if that's the case I'll do it. My CMD vs grapple is CMD 36 (10 + 3 Str + 2 Dex + 4 Class Feature + 7 BaB + 1 Dodge + 1 Size + 2 Combat Expertise + 4 Favored Class + 2 Feat)


You know what? This dude is practically immune to all my spells and I won't get another chance at this, so here goes...

Orin looks at his newfound friends with determination. He stands tall, darting his hair forward around the gaping maw of the beast as he speaks through gritted teeth.

Find...the...shell. Hurry!

Standard: Hair attack, Hero point bonus to hit, IC, Heroism, higher ground, combat expertise, size 1d20 + 7 + 3 + 3 + 1 + 8 + 2 + 2 + 1 - 1 - 1 ⇒ (16) + 7 + 3 + 3 + 1 + 8 + 2 + 2 + 1 - 1 - 1 = 41

Hair Damage, IC 2d6 + 3 + 7 + 1 + 2 ⇒ (3, 4) + 3 + 7 + 1 + 2 = 20

Swift: Grapple, IC, Heroism, Higher ground?, combat expertise, size 1d20 + 18 + 1 + 3 + 2 + 2 + 1 - 1 + 1 ⇒ (15) + 18 + 1 + 3 + 2 + 2 + 1 - 1 + 1 = 42

Move action, greater grapple, pin, vs his grappled CMD 1d20 + 18 + 1 + 3 + 2 + 2 + 1 - 1 + 1 ⇒ (15) + 18 + 1 + 3 + 2 + 2 + 1 - 1 + 1 = 42

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