Valeros

Ta'mas Dune-Runner's page

69 posts. Alias of thunderbeard.


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M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

And Ta'mas charges at the guard who just shot him, willing to take the man's arm off if necessary.

Axe charge: 1d20 + 5 + 2 + 2 ⇒ (15) + 5 + 2 + 2 = 24
Damage: 2d6 + 4 + 3 ⇒ (5, 4) + 4 + 3 = 16


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

@GM: I charged, so my touch AC's lower.


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

Skeleton's on our team, Draught...

Ta'mas finally sees a target, and charges to F15 to attack the adjacent enemy.

Charge to hit, PA, raging: 1d20 + 5 + 2 + 2 - 1 ⇒ (17) + 5 + 2 + 2 - 1 = 25
Damage: 2d6 + 4 + 3 + 3 ⇒ (1, 3) + 4 + 3 + 3 = 14


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

Shoop da woop, I'mma fire my greataxe!

Or not...

Ta'mas moves to K12.


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

Right, then. Ta'mas uses the surprise round to Martial Flexibility: Weapon Focus (Greataxe)


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

Perception: 1d20 + 8 ⇒ (15) + 8 = 23

Do we all act in the surprise round?


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

Ta'mas draws his axe in preparation.


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

Perception: 1d20 + 8 ⇒ (13) + 8 = 21
Sense Motive: 1d20 + 8 ⇒ (13) + 8 = 21

Ta'mas also draws a dagger, and glowers menacingly.


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

Waiting on the others, my character has nothing to do at the moment.


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

A note to all my active games: I'm in the process of preparing for my candidacy exam for the next few weeks, and I've decided to make a commitment to check my PbPs at most 1/day. I'll probably still be somewhat active, just, not as manic about it as usual.


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

Perception: 1d20 + 8 ⇒ (16) + 8 = 24

'Right... here's some... maintenance supplies." Ta'mas frowns, knowing nothing about engineering. "So... we going to be up against guns, or claws?"


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

Yeah, I did say I was still here.


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

Should we be leveling up? This seemed slightly unclear.


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

"More importantly," Tamas adds, "Is there pay in this for us, or equipment?"


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

"So what's the story with the rat-bandits, then? And the caravan thefts?"


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

Is this game back? Is Dr. Harkleburn talking to us? How are we meeting him?


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

"Sorry... bait? For us, or some'n else?"


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

"Yeah, but no—you answer the lady's questions, or me an' the other big fellows kick you 'til ya do."


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

Sense Motive: 1d20 + 8 ⇒ (11) + 8 = 19

Ta'mas spits in the man's face. "Don' insult us. We're here for the wagon and its cargo, if ye've moved anything..."


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

After what appears to be no new activity, Ta'mas whispers to the others, "We've got the wagon, right? Maybe someone could check the cargo, and if it's there, we just wheel this thing out and leave. If that man had a talky-box, we should be able to hear the others on it."


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

Right, then. Ta'mas runs forward to smash the guy.

Raging Axe power charge: 1d20 + 6 + 2 + 2 - 1 ⇒ (10) + 6 + 2 + 2 - 1 = 19
Damage: 1d8 + 3 + 2 + 2 ⇒ (5) + 3 + 2 + 2 = 12

AC is currently 15


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

Should I take my first-round action after the surprise one, if I beat the guy?


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

Oops! Missed this.

Ta'mas draws his axe and Tekko-kagi.


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

"Why don't you join me back here, stranger," Ta'mas calls out, still behind the wagon, "'less'n you can explain a real good reason why you've got this here cart."


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

Ta'mas walks behind the wagon, and draws his axe and claw.

Stealth: 1d20 - 2 ⇒ (1) - 2 = -1


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

"Wasteland ghouls?" Ta'mas asks, though hehas no idea what the rotting lizards are. He scowls, and spits at one. "Someone let me know if they get loose. That your wagon?"

Check wagon for traps: 1d20 + 8 ⇒ (9) + 8 = 17


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

"Light would be nice, yeh. And I'll just jam a stick into the lever, 'less'n anyone's opposed."


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

"Thanks, kindly. Would someone like to do the honors and pull the thing, while I stand right next to the door and swing my axe?"


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

Er... more, help looking for a handle or something.


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

Hmm. Anything can be pried open for a barbarian of sufficient level... but Ta'mas is not quite there yet.

"There's a trap door near the wagon," he shouts to the others, "I think the goods might have been dragged down inside. Anyone wanna give me a hand opening this?"


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

Why not change it to an amulet, so you can enchant it at level 3? Or a cestus, to get some of those nice initiative-boosting enhancements?


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

Why not change it to an amulet, so you can enchant it at level 3?


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

"Right, an' I'll need to be headin' back to town anyway—might as well get paid to do it." Ta'mas shakes the man's hand. "In that case, I'll get right to work."

Ta'mas takes the torch, and begins to sweep it around. "I do know a thing or two about tracking footprints in scrubland like this, so now we'll see if'n they left any behind."

Perception: 1d20 + 8 ⇒ (17) + 8 = 25
Survival: 1d20 + 7 ⇒ (13) + 7 = 20


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

A fighter that can kill a kobold every round is a very boring fighter.

A fighter with ten levels in lore warden/martial master or archer can physically block off a 30' radius area of the battlefield every turn, tripping/disarming/grappling every enemy who steps into that area with a 95% success rate.

Most enemies I've ever disarmed in one round was seven, with a level 8 monk, but that's because there were no other enemies in the room.

Wizards trade power for versatility, but in any one situation they're a bit limited by what they can do. To be fair, I've never played an arcane caster since 3.5, since pathfinder just made everything else so much more interesting.


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

Really? This is pathfinder. Usually the people not casting spells are the ones dealing the most damage.

Oracles are great, though—they're an incredibly versatile class in what they do, and with the right items and choices can sling fireballs as hard as a wizard, with higher AC and saves than a paladin/monk, and healing just as good as a cleric. Roleplaying "I believe in myself so much it gives me divine magic" can also be quite fun.


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

Well, Oracle and Warpriest, but they get it a bit later than the Cleric. Or get your GM let you take the Corpse Companion feat with the Animal Domain/Nature Mystery. Or play in a setting where undead are common, and use Command Undead to steal them away starting at level 1.


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

Err... it makes necromancy viable for a class that wouldn't do it at low levels. There are plenty of ways to get undead before level 5, most of them just don't involve playing a wizard.


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

Seems like everything checks out. And that animate dead ability should save you quite a bit of onyx, but... I think the DM will have a good sense of just how well our characters actually know what skeletons are, or if they exist in this world as roving monsters.


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

Also: Hi, Alynthar. I should probably point out that there's a lot of guns in this game, so having 8 con could be a significant liability—especially because, as a wizard, this means you get practically no hp every level. And right now, you could get killed all the way to dead by a single critical hit, which might be troubling.

Since you don't seem to use your charisma for much, and it's a tiefling's penalized ability, it might be really worthwhile to move some of that charisma to constitution. Right now, the Improved Channel feat is as useful to you as four points of charisma, and a necromancer, especially one with a high dexterity (and possibly a scorpion familiar) has much less need for point-blank shot and improved initiative than a normal wizard. Toughness would also significantly help you stay alive. And/or switch to a Grimspawn tiefling, which would switch your penalized stat to wisdom, and you could get 11 con with the same stats in everything else at the same point buy.

And if you really want to, there's a variant tiefling ability that lets you replace your spell-like ability with "You can animate a 1 HD skeleton, as per animate dead, once per day as a spell-like ability," which seems like the sort of thing you'd be into, though I'd be very careful about what


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

Is anyone going to actually look for the supplies or the missing wagons, since that's the whole mission? They're almost certainly somewhere in the junkyard, but nobody's looked for them specifically yet, and Ta'mas has no skin in that game.


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

"So... you're mercs, then? Makes sense, you're too gun-friendly to be outlanders, but yer armor's got too much metal ta be guvvies."

"Weren't you lookin' for a wagon, though? And those mutants seemed likely bandits. Why pick apart the bunkers, other than hunting shinies, if you still ain't found the haul?"


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

"You mean... rat, or rat-mutant? Because those things were people, once," Tamas sneers, from the other side of the fire.


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

Ta'mas knows nothing.


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

Friendly neighborhood bump! The wagon tracks are following the caravan y'all are looking for, right? Might be worth investigating to see if the cargo's here.


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

"You never paid me to put up with puns," Tamas grumbles. "But whoever those ratling mutants were, they seemed a bit paranoid, like they were hiding from the law. Newcomers—were you chasing 'em? I'd reckon they weren't here for any archaeology."

"'Course, if you don't want to get yer hands dirty, and there's pay in searching for whatever happened to the Doctor you say lived here, I'd be amenable to a bit of poking around."


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

Ta'mas walks back over to where the others have gathered. "Am I staying here too, then? You trust these travelers, or should I stand guard?" he asks the well-dressed man. To the newcomers, "Yer help's appreciated, but you're here under odd circumstances, y'know."


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

Ta'mas walks back over to where the others have gathered. "Am I staying here too, then? You trust these travelers, or should I stand guard?" he asks the well-dressed man. To the newcomers, "Yer help's appreciated, but you're here under odd circumstances, y'know."


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

Neat, but these guys are clearly fools.

To hit: 1d20 + 6 + 2 - 1 ⇒ (15) + 6 + 2 - 1 = 22
Raging axe-murder: 1d8 + 3 + 2 + 2 ⇒ (5) + 3 + 2 + 2 = 12


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

Annnd here's Ta'mas's weekly bump


M Human Barbarian 1, Wild Child 1
Statbar:
HP 22/25, Rage 3/7 | AC 20 T 12 FF 18| Fort +7 Ref +3 Will +2 (+4 vs most mind effects) | Init +1 | Perception +8

Ta'mas keeps swinging at the de-rifle'd rat.

To hit: 1d20 + 6 + 2 - 1 ⇒ (8) + 6 + 2 - 1 = 15
Damage: 1d8 + 3 + 2 + 2 ⇒ (2) + 3 + 2 + 2 = 9

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