Dwarf Fighter

Rorgrim Stormbeard's page

119 posts. Alias of Jman72.


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I can no longer keep up with my PBP games due to RL issues. I am sorry, but I am going to need to bow out. Thank you for the opportunity to play. I wish you all well.


Rorgrim shares the bottle with his ship mates and other sailors who seem to dislike plugg. I am kind of lost. Been a long time since we have done anything significant.


Explore the rest of the galley.


Ryzern wrote:

(Owlbear was not a real risk. Ryzern had access to more tricks than a Senator on a Defense appropriations committee. I consider his coward credentials still valid. Perhaps with a few points on them now but nothing that would keep him out of the clubhouse.)

"Yes together, forming a block that might even be seen as a threat, excellent idea."

Ryzern hobbles away a bit, putting distance between him and Stormbeard. He starts carefully coiling rope, aka "looking-busy".

Tis a good way t' get yur skull crushed nimble fingers. To the others What be wrong with that land lubber?


Rorgrim stretches his sore muscles as the stocky dwarf walks over to his friends. 'twas a rough un last night mates! Everyone be alstarboard today? He looks around to see if everyone is accounted for. May be some beatin's comin' from t' captain tonight. We need t' stick together.


We are still full. I don't know how many Tark wants to run with, but I'd love to have y'all. Maybe decreasing to one game would help speed up posting.


Rope: 1d20 + 3 - 6 ⇒ (4) + 3 - 6 = 1

Rorgrim makes it to the side of the boat and tosses a line to the halfling, but the rope is too light for accuracy against the storm.

I be needin' help! Someone! Anyone!

It be a lost cause damn it.


Profession Sailor: 1d20 + 5 ⇒ (12) + 5 = 17

Rorgrim lifted his elbow to wipe sweat and saltwater from his eyes while attempting to get a clear look at his surroundings. The storm had produced driving rain and high velocity winds blocking almost all vision. Luckily, His father's training had come back. With a mast line wrapped around his tanned, muscular forearm multiple times; Rorgrim piped sailing commands to those around him.

Prepare th' belayin' pins. Grab th' Monkey fist and heave the line until it be chock-a-blocked. Ye to th' stern or the Captain will be getting his daughter (cat of nine tails) after ya. Watch the leech. It be twistin'!

His frame was built for this. His short, massive thighs flexed tightly holding his feet to the rocking deck.

Storms were the great equalizer. In times like these, no one cares who is the skipper and who is the deck hand. All that matters is who has sea legs and can save the ship. Only hours before, the dwarf was cooking the evening slop down below. Now he was working his ass off to save the ship.

From his periphery, Rorgrim sees a small shape fall overboard. It be th' halfling. We'll have th' devil to pay for her to make it.

AHOY! Man overboard port! He barely has time to say it before the small figure splashes in the water.

Rorgrim looks for a life preserver and judges the danger of disconnecting his safety line and heading to the port side of the ship (Sailor Skill check above).

Sorry my campaign thread did not update since my fort save until Mumbata posted today.


Fort Save: 1d20 + 3 ⇒ (20) + 3 = 23


Mumbata of Bonuwat wrote:
Arrrrrr!!!!!

Matey!!!!!


Rorgrim goes to bed early preparing for the next day.


Checking in.


I will go with my earth breaker if that is ok.


Two words: Winston Churchill!


I will repost my new crunch tomorrow for approval. I am switching to straight heals and buffing cleric of Desna (Travel and Luck Domains). I am camping out tonight to duck hunt in the early morning. Happy Thanksgiving All!


If I switch to assimar and go the true support cleric, you will be able to tank easily. If you take boon companion, your pet will definitely be able to tank. I can drop some summon monster spells if needed too. I will still have high armor and HP though I will sit on the second line dropping luck and buff spells.


I may switch up a little and go more buffing since I see how much melee the group now has-magus, ranger, pet, rogue. I am going to rework with domains that allow me to touch the group and buff them while sitting on the second line. I am also going to change my stats.


Crunch:

Human Cleric 1
CN Medium Humanoid (human)
Init +3; Senses Perception +3
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+5 armor, +2 shield, +1 Dex)
hp 14 (1d8+5)
Fort +4 (+5 circumstance bonus vs. cold weather), Ref +1, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Heavy Shield Bash -1 (1d4+3/x2) and
Rapier +3 (1d6+3/18-20/x2)
Ranged Light crossbow +1 (1d8/19-20/x2)
Morningstar +3 (1d8+3/x2)
Special Attacks Agile Feet (6/day), Ferocious Strike (+1) (6/day)
Cleric Spells Prepared (CL 1, 3 melee touch, 1 ranged touch):
1 (2/day) Enlarge Person (DC 14), Protection from Evil (DC 14), Bless
0 (at will) Create Water, Guidance, Light
--------------------
Statistics
--------------------
Str 17, Dex 12, Con 14, Int 7, Wis 16, Cha 14
Base Atk +0; CMB +3; CMD 14
Feats Selective Channeling, Toughness +3
Traits Serpent Runner (Armor), Exalted of the Society, Reactionary
Skills Acrobatics -3, Climb -1, Diplomacy +6, Escape Artist -3, Fly -3, Knowledge (religion) +2, Ride -3, Stealth -3, Swim -1
Languages Common
SQ Aura, Cleric Channel Positive Energy 1d6 (6/day) (DC 12), Cleric Domain: Ferocity, Cleric Domain: Travel, Cold weather outfit, Disease Variant Channeling (±1 Sacred), Earplugs, Spontaneous Casting, Weapon cord
Combat Gear Crossbow bolts (20), Heavy wooden shield, Light crossbow, Rapier, Scale mail; Other Gear Backpack (4 @ 19 lbs), Bedroll, Belt pouch (5 @ 2.8 lbs), Chalk, Cold weather outfit, Earplugs, Flint and steel, Holy symbol, wooden (Cayden Cailean), Rope, Signal whistle, Spell component pouch, Waterskin, Weapon cord
--------------------
Special Abilities
--------------------
Agile Feet (6/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Positive Energy 1d6 (6/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Ferocity Associated Domain: Strength
Cleric Domain: Travel Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Cold weather outfit +5 Fort save vs. cold weather.
Disease Variant Channeling (±1 Sacred) Heal ability damage/Sicken
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Exalted of the Society You may channel energy 1 additional time per day.
Ferocious Strike (+1) (6/day) (Su) +1 damage for an attack.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Weapon cord Attached weapon can be recovered as a swift action.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Ok guys. Here is what I have so far. Opinions? Advice?


I plan on working up a divine character tonight. Has anyone played around with the evangelist archetype for the cleric. The inspire courage looks like a really nice addition to a cleric's arsenal. We need to chip in and get Nadja a wand of infernal healing ASAP. My PFS witch has one. Guaranteed 10 HP is awesome! I am looking at a neutral character (positive channeling) since Nadja is evil.


I'm looking at a melee/support cleric


It looks like you need a melee character and a divine caster. Does that sound right? I see a rogue, a witch, a wizard, and a ranger.


I would like to build something for this campaign. I am in Tark's campaign with Nadja. What role do you guys feel is most needed?


I thought 't be bare hands only. I guess some be havin' t' cheat t' win Mumbata!
Rorgrim calls out angry at the turn of events. I wish I had me hammer t' crack th' skull o' that son o' a b!&&+ Plugg.


Nice Mumbata!


Rorgrim looks on unimpressed with the spectacle.


I am here waiting.


Daytime: Finish investigating the galley
Perception 1d20 + 6 ⇒ (1) + 6 = 7

Nighttime: Influence NPC (The half Orc watching our gear)
I be speaking to Mumbata and he said me gear bein in here is bad mojo. I must be takin it back so the evil spirit don't sink our ship.
Intimidate: 1d20 + 6 ⇒ (16) + 6 = 22


Rorgrim leans back his head, grabs his belly, and breaks into a hardy chuckle. Ah...Siera...It be lookin like a half pint wantin a turn with ya on th' barrels! Har har har!


Rorgrim leans in Aye...it'd be helpful indeed. Thank you friend.and slaps Mumbata on the back.

Turning towards the barrels Rorgrim lets out a hardy chuckle. Throw his sorry arse on th' deck Siera!


Mumbata of Bonuwat wrote:
Can't wait to see the results!

Me neither.


Rorgrim pushes Siera forward. Careful with this one mateys...she be a live one!

To Siera: Knock em off their land legs darlin!


Rorgrim finishes off his rum ration for the night.

Give me a turn on th' ole barrels! None of ye Sea Dawgs will be able to topple me. I am a dwarf an' the sturdiest around!


Rorgrim will attempt to influence the cook again for his daytime job and then play a game in the evening.

Diplomacy: 1d20 + 0 ⇒ (16) + 0 = 16


Curse this site!!! It has not updated my campaign thread! I have been checking it multiple times a day.


Looks like we be headin up Lorn. Let's show these scallywags what real sailors can do!


It may make a tasty soufflé! Rorgrim breaks out in a hearty chuckle. Lorn...you will not be heading down there alone.

Rorgrim heads down to protect his halfling friend.

Perception: 1d20 + 6 ⇒ (7) + 6 = 13


I might as well be takn one for meself then.

Rorgrim retrieves one as well.


Sure.


Rorgrim moves to Y1 and continues his attacks.

1d20 + 6 ⇒ (11) + 6 = 17
1d6 + 7 ⇒ (5) + 7 = 12

I be needin me damn hammer!


Can you skip or bot her? It's been almost four days.


TarkXT wrote:
Forgot to mention the rats are half underwater and veiled by steam granting them concealment.

FYI: I avoid that concealment due to my archetype.


Fortitude Save to avoid non-lethal: 1d20 + 5 ⇒ (4) + 5 = 9
Non-lethal dmg: 1d4 ⇒ 4

Rorgrim roars in rage as his companions are attacked and turns to crush the rat in W3:

Power Attack/ Raging Mswk Hand axe: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 1d6 + 7 ⇒ (5) + 7 = 12


I am AC 10, but have HP buffer.

Perception: 1d20 + 6 ⇒ (3) + 6 = 9


'Tis killin' time me matey. We about t' be seein' what this fine axe can do. Be th' others gettin' ready?


Rorgrim looks at his friends. Well...let's git to it.

He heads to his footlocker and finds the fine hand axe Mumbata gave him.


Rorgrim mumbles as he leaves the table. Ye better not bite th' hand that feeds ya.

He then heads to his sleeping quarters to check on Lorn.


TarkXT wrote:
Caldazar wrote:
Tark has likely just been hit with the busy stick in RL.

The busy stick was dragoncon. On the bad side I am broken beaten and hoarse.

On the bright side I saw Jason Buhlman and Monte Cook sitting on the same panel with a friend and long time professional acquaintance. I think he was believing it less than I was.

Nice! Hope you had a great time!


+1


Sorry. I missed this update!

I have a plug o' me Shoanti Barbarian chew to bet.


Sense Motive:1d20 + 1 ⇒ (13) + 1 = 14

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