Gravin Goldhammer

Silas Stoneborn's page

38 posts. Alias of pathar.


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5/5

Rodrik the Blunt wrote:
This dinnae be the type of thread I thought it'd be...

With a name like that, I'm surprised you wandered in.


I'm good either way. I think the idea of the Guardian path on a Monk was not my best move--the monk issue tends to be unhittable AC and unhitting BAB. The Guardian path just exacerbates that. Although I really want to combine Sudden Block with Panther Style at some point.


Reflex 1d20 + 5 ⇒ (12) + 5 = 17

Whose turn is it?


Reflex: 1d20 + 5 ⇒ (12) + 5 = 17


Oh! I forgot about the reroll. 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14? Feh.


Silas sizes up the situation, then grunts. "Sorry, or whatever, Thomas," he calls halfheartedly, as he moves to the blazing pew, grabs whatever portion of the back he can still lay his hands on, and tosses the entire mass onto the pudding.

Move to C13, then a mythic toss of some kind: 1d20 + 1d6 + 2 ⇒ (2) + (2) + 2 = 6


Silas, on a roll now, steps up and slams the flaming pew, hopefully launching it and the fire creature on it into the western wall.

5' step to E15, shove pew in D12-D17 towards wall in A12-A17. I know it's on fire; this might hurt. Throw some mythic on it since I might as well: 1d20 + 1d6 + 2 ⇒ (8) + (6) + 2 = 16

Edit: Also, if anything hits me before next round, I'll use Sudden Block. 1d20 + 3 ⇒ (2) + 3 = 5; 1d6 + 2 ⇒ (4) + 2 = 6


I think it's my turn?

Silas sighs loudly, sizing up the situation, then moves to the east, and shoves that pew, attempting to pin the pudding in the aisle.

Shoving southern pew in row F north to see what happens. Same check: 1d20 + 2 ⇒ (16) + 2 = 18 and since my Mythic points are just sitting there let's try this for good measure: 1d6 + 18 ⇒ (6) + 18 = 24


Silas, having basically no idea what to do with himself, decides to see if he can use these pews to push the pudding around faster than it can eat them.

Tumbling away from the pudding: 1d20 + 6 ⇒ (15) + 6 = 21
Assuming that works, I move to G15 and try to shove the pew one column right, lining it up with the aisle on the other side. That would be, what, strength? CMB? It's the same roll either way, so: 1d20 + 2 ⇒ (16) + 2 = 18


Reflex 1d20 + 5 ⇒ (18) + 5 = 23
Init 1d20 + 2 ⇒ (12) + 2 = 14


Silas grunts his thanks for the healing and sidles forward to the middle of the room, looking about curiously.


Perception 1d20 + 8 ⇒ (12) + 8 = 20


Thomas wrote:
"Is anyone injured besides Marigold and Myself?"

"I am," grumbles Silas, gesturing to the slashes across his chest. "Of course," he adds, as he spits on one of the ghouls, "it could probably be worse."

Down 10 HP.


Always go left.


Fort saves: 1d20 + 5 ⇒ (10) + 5 = 15, 1d20 + 5 ⇒ (19) + 5 = 24, 1d20 + 5 ⇒ (5) + 5 = 10, 1d20 + 5 ⇒ (11) + 5 = 16

Reroll on the low result from Mythic Rally: 1d20 + 5 ⇒ (2) + 5 = 7


Silas releases a flurry of blows upon whichever ghoul his readied attack hit (psst *nudge*):

H 1d20 + 2 ⇒ (2) + 2 = 4 D 1d6 + 2 ⇒ (5) + 2 = 7
H 1d20 + 2 ⇒ (2) + 2 = 4 D 1d6 + 2 ⇒ (2) + 2 = 4


Don't forget my readied attack on ghoul 1. :)


Silas, having no way of handling this creature, decides to focus on the corporeal threat ahead, shifting into position.

20' move, readied attack on whichever one closes with me first: 1d20 + 3 ⇒ (16) + 3 = 19, 1d6 + 2 ⇒ (1) + 2 = 3.


Sudden block! Please reroll that touch attack against AC 15 (flat footed + mythic tier). :D
If it lands, the fort save will be 1d20 + 5 ⇒ (5) + 5 = 10 which will fail.
Free melee attack in response: 1d20 + 3 ⇒ (10) + 3 = 13 probably won't hit but just in case, damage 1d6 + 2 ⇒ (3) + 2 = 5 Epic.


Init 1d20 + 2 ⇒ (15) + 2 = 17


Silas, hearing the hue and cry, moves forward to stand just behind Charles.


Silas follows cautiously after, keeping an eye on the courtyard for any sort of movement.


Ew! Very nice.
Placed myself just slightly to the right, so I can be support for whoever opens the gate.
Initiative 1d20 + 2 ⇒ (4) + 2 = 6, Perception 1d20 + 8 ⇒ (5) + 8 = 13, Stealth 1d20 + 6 ⇒ (17) + 6 = 23


Silas, unable to really play a part in these proceedings, meditates quietly in the corner, hands folded in front of his chest while he balances calmly on his head.


Right, my bad. Maybe I can actually hit something this time: 1d20 + 2 ⇒ (17) + 2 = 19


Silas, quite peeved at this point, drops a flurry of stomps in the beast's direction.

1d20 + 2 ⇒ (6) + 2 = 8
1d20 + 2 ⇒ (7) + 2 = 9


Silas steps up opposite Marigold and launches a brutal kick at the now-prone werewolf.

1d20 + 3 ⇒ (3) + 3 = 6


Pendin Fust wrote:
You effectively get a 3rd move Silas, since Mari did her Advance ability, you get a move action before your turn even!

Yeah, but it was still too far away to charge. It took me a move plus a double move just to get to where I am. Dwarves are slow.


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Filled with artichoke-y rage, Silas leaps forward at Marigold's cry, rounding the corner and quickly taking stock. Map marker Silas*

Sadly, his stubby little legs don't allow him to reach the werewolf immediately, so Silas moves into position, preparing a charge for his next opportunity. Double move, standard map marker

Belated HP roll for level 2:
1d8 + 2 ⇒ (3) + 2 = 5


Init 1d20 + 2 ⇒ (3) + 2 = 5


Ugh, so sorry, guys. Managed to get food poisoning and I've been basically incoherent for a while. Perception 1d20 + 8 ⇒ (7) + 8 = 15 Stealth 1d20 + 6 ⇒ (13) + 6 = 19. It looks like we leveled, is that correct?


Silas, looking even less amused than usual, takes a step towards Kobold2, and launches a simultaneous kick and headbutt.

5' step (changed on sheet) then flurry of blows.
First: 1d20 + 1 ⇒ (3) + 1 = 4. Reroll from Mythic Rally: 1d20 + 1 ⇒ (14) + 1 = 15
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Second: 1d20 + 1 ⇒ (16) + 1 = 17
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
If anyone else lands a hit on me, I will take the Sudden Block on them. Hit 1d20 + 2 ⇒ (4) + 2 = 6. Fie.


I will use Sudden Block, so I take 6 damage total. Free melee attack in response is 1d20 + 2 ⇒ (2) + 2 = 4. D'oh. (Since this is happening before Marigold's turn I can't take advantage of the reroll.)


Silas charges straight ahead without a word, striking at the creature directly in front of him.

Attack roll (+2 from charge): 1d20 + 4 ⇒ (7) + 4 = 11

And, since that's unlikely to hit, let's add the Mythic die for a total of 1d6 + 11 ⇒ (2) + 11 = 13. If that hits, damage will be 1d6 + 2 ⇒ (6) + 2 = 8.


Initiative 1d20 + 2 ⇒ (20) + 2 = 22


Reworked as Guardian:

Spoiler:
Mythic PbP Playtest Character

Silas
Dwarf Monk 1, Guardian Tier 1
LN Medium Humanoid (dwarf)
Init +2; Senses darkvision; Perception +8
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 14 (+2 Dex, +1 dodge)
hp 21 (1d8+2+5+6)
Fort +4, Ref +4, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, hard to kill, sudden block, unmovable
--------------------
Offense
--------------------
Speed 20 ft.
Melee Unarmed strike +2 (1d6+2/x2)
Special Attacks flurry of blows -1/-1
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 15, Int 11, Wis 18, Cha 5
Base Atk +0; CMB +2; CMD 19
Feats Dodge, Improved Unarmed Strike, Stunning Fist (1/day) (DC 14), Toughness, Toughness (Mythic)
Skills Acrobatics +6 (+2 jump, +7 to jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Climb +6, Perception +8, Sense Motive +8, Stealth +6
Languages Common, Dwarven
SQ ac bonus +4, greed, hardy, hatred, slow and steady, stability, stonecunning +2, stunning fist (stun), unarmed strike (1d6), Mythic Power (Wisdom) (5), Material Weakness: Wood
Combat Gear Sunrod (5); Other Gear Backpack (empty), Belt pouch (empty), Blanket, winter, Rope, Soap, Trail rations (5), Waterskin, 16 GP, 9 SP, 9 CP
--------------------
TRACKED RESOURCES
--------------------
Stunning Fist (1/day) (DC 14) - 0/1
Sunrod - 0/5
Trail rations - 0/5
--------------------
Special Abilities
--------------------
AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full action.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (1/day) (DC 14) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Toughness +3 HP at first level
Toughness, Mythic Double HP from Toughness, DR 10/Epic when below 0 HP.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
--------------------
Mythic Information
--------------------
Path: Guardian
Ascension: Artifact Belonging to a clan of dwarves that continued to live underground (albeit close to the surface), Silas was an apprentice stonemason. During an unexpected and entirely unusual earthquake, Silas and the bulk of his family were trapped beneath massive quantities of rubble. Silas found himself pinned beneath the remnants of an archway covered in runes. The runes, long dormant, flickered in the darkness as the eldritch energies leaked out, illuminating the splattered remains of his relatives. Somehow, Silas became imbued with the power of the runes, and managed to dig himself out of the rubble. Since then, he has turned to the discipline of combat, working to perfect himself and tune out the memories of his losses. His subsequent travels in search of physical and spiritual perfection have taken him to the surface world.
Flaw: Material Weakness: Wood In his time on the surface, it has become apparent to Silas that his connection to the stone of his origin has left him somewhat vulnerable to the world of organic life. After nearly dying at the hands of a club-wielding orc, he realized that wooden weapons are his bane, and he does his best to avoid engaging with them whenever possible.
Guardian Call: Sudden Block
Path Ability: Unmovable
Mythic Feat: Toughness (Mythic)


Sure. I'll take Defender. I'll have to revise when I get home, though. :)


Decided to do a Monk. I'm sure that won't be at all controversial. ;D

Spoiler:
Silas
Dwarf Monk 1, Champion Tier 1
LN Medium Humanoid (dwarf)
Init +2; Senses darkvision; Perception +8
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 14 (+2 Dex, +1 dodge)
hp 21 (1d8+2+5+6)
Fort +4, Ref +4, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, hard to kill, to the death
--------------------
Offense
--------------------
Speed 20 ft.
Melee Unarmed strike +2 (1d6+2/x2)
Special Attacks flurry of blows -1/-1, fleet charge
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 15, Int 11, Wis 18, Cha 5
Base Atk +0; CMB +2; CMD 19
Feats Dodge, Improved Unarmed Strike, Mobility, Stunning Fist (1/day) (DC 14)
Skills Acrobatics +6 (+2 jump, +7 to jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Climb +6, Perception +8, Sense Motive +8, Stealth +6
Languages Common, Dwarven
SQ ac bonus +4, greed, hardy, hatred, slow and steady, stability, stonecunning +2, stunning fist (stun), unarmed strike (1d6), Mythic Power (Wisdom) (5), Material Weakness: Wood
Combat Gear Sunrod (5); Other Gear Backpack (empty), Belt pouch (empty), Blanket, winter, Rope, Soap, Trail rations (5), Waterskin, 16 GP, 9 SP, 9 CP
--------------------
TRACKED RESOURCES
--------------------
Stunning Fist (1/day) (DC 14) - 0/1
Sunrod - 0/5
Trail rations - 0/5
--------------------
Special Abilities
--------------------
AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full action.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (1/day) (DC 14) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Toughness +3 HP at first level
Toughness, Mythic Double HP from Toughness, DR 10/Epic when below 0 HP.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
--------------------
Mythic Information
--------------------
Path: Champion
Ascension: Artifact Belonging to a clan of dwarves that continued to live underground (albeit close to the surface), Silas was an apprentice stonemason. During an unexpected and entirely unusual earthquake, Silas and the bulk of his family were trapped beneath massive quantities of rubble. Silas found himself pinned beneath the remnants of an archway covered in runes. The runes, long dormant, flickered in the darkness as the eldritch energies leaked out, illuminating the splattered remains of his relatives. Somehow, Silas became imbued with the power of the runes, and managed to dig himself out of the rubble. Since then, he has turned to the discipline of combat, working to perfect himself and tune out the memories of his losses. His subsequent travels in search of physical and spiritual perfection have taken him to the surface world.
Flaw: Material Weakness: Wood In his time on the surface, it has become apparent to Silas that his connection to the stone of his origin has left him somewhat vulnerable to the world of organic life. After nearly dying at the hands of a club-wielding orc, he realized that wooden weapons are his bane, and he does his best to avoid engaging with them whenever possible.
Champion Strike: Fleet Charge
Path Ability: To The Death
Mythic Feat: Toughness (Mythic)

Edit 11:38am, tweaked slightly. Final now barring error correction.