Tarowr's page

35 posts. Organized Play character for MVulpius.


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The Concordance

Rebuking Strike
Rebuking Strike: 1d20 + 15 ⇒ (4) + 15 = 191d6 + 7 ⇒ (6) + 7 = 13
DC 15 Fort Save, pushed back 10ft and speed halved, if collides with wall 1d6 damage

The Concordance

Move up and dirty trick to entangle.
Dirty Trick: 1d20 + 17 ⇒ (13) + 17 = 30

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"While we're in the sewers I might as well bring back some sewer fish."
Dayjob
Profession(Fisherman): 1d20 + 10 ⇒ (19) + 10 = 29

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AOO: 1d20 + 15 ⇒ (20) + 15 = 351d6 + 7 ⇒ (3) + 7 = 10
confirm: 1d20 + 15 ⇒ (15) + 15 = 30
Crit Damage: 1d6 + 7 ⇒ (4) + 7 = 11

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Anthys already had flank from me, so their attack would have happened first.

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Immediate action to tell Pei to give everyone DR5/cold iron and fast healing 10 to all allies in 30 ft for 1 round.
Everyone takes 5 less damage and will heal 10 thanks to the little man that lives in my arms
Tarowr will activate lasting stretching form, step up and flurry on the monk.
Claw: 1d20 + 15 ⇒ (10) + 15 = 251d6 + 7 ⇒ (6) + 7 = 13
Claw: 1d20 + 15 ⇒ (14) + 15 = 291d6 + 7 ⇒ (1) + 7 = 8
Claw: 1d20 + 15 ⇒ (6) + 15 = 211d6 + 7 ⇒ (5) + 7 = 12
Claw: 1d20 + 15 ⇒ (4) + 15 = 191d6 + 7 ⇒ (2) + 7 = 9
Claw: 1d20 + 10 ⇒ (4) + 10 = 141d6 + 7 ⇒ (5) + 7 = 12

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Initiative including Good Hope: 1d20 + 7 ⇒ (11) + 7 = 18

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Tarowr will extend their claws, having left Naked Ape form earlier.
Is this an oni?
Nature: 1d20 + 14 + 1d6 ⇒ (9) + 14 + (6) = 29
Initiative: 1d20 + 7 ⇒ (5) + 7 = 12

The Concordance

"Pigsy! Sandy! Come help! Master Tripitaka is fighting bandits again."
Tarowr will run up and use his tail to pull Kawhen's robe up over his head.
Improved Dirty Trick: 1d20 + 16 ⇒ (11) + 16 = 27
Performance Combat Check: 1d20 + 2 ⇒ (10) + 2 = 12
I assume the crowd is indifferent so its DC 10

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Guess I shouldn't waste time and character resource playing my character when we have a wizard. Not much of a performance.
Tarowr will dance about on stage in a show of acrobatics.
Acrobatics: 1d20 + 14 ⇒ (18) + 14 = 32

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forgot to mention the action to activate lasting stretching form

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Tarowr will rush up, shout ook ook, and steal the warrior's weapon.
Improved Disarm: 1d20 + 16 ⇒ (7) + 16 = 23

Realized I can do this as a kitsune & adaptive shifter, so for this combat I am in human monkey form and have switched my adaptive claws to be a tail slap (primary natural atk).

The Concordance

@Xilt I had already claimed The Monkey King since it is the only one that would let me fully utilize my unarmed attacks, combat maneuvers, and rebuking strikes.

"I shall play the role of The Monkey King, Xilt. Your arms are far too short to be swinging around the scenery."
Tarowr changes shape into a young Tien human.
"Look at me. I am a monkey. Ook ook."

The Concordance

I have the most restrictive weapon proficiency in the game having no categories (club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear) and cannot wear armor or my AC actually goes down. I should probably take The Monkey King as the most able to pull off the role with my CMs and non-lethal attacks.

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Strip Search the Enemy: 1d20 + 7 ⇒ (7) + 7 = 14
+2 if secret door

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I'm also not going to kill the prisoners

Storm Burst, ranged touch: 1d20 + 10 ⇒ (13) + 10 = 231d6 + 3 ⇒ (3) + 3 = 6
Non-lethal, target takes -2 to attack for 1 round

The Concordance

Ready to disarm him if he tries to attack the bartender.
In Tien
"Noble bushi-sama, these western savages do not recognize the right of kiri-sute gomen. If you strike him the guards will have you imprisoned, if not hung."
Diplomacy: 1d20 + 3 ⇒ (6) + 3 = 9

If he attacks:
Improved Disarm: 1d20 + 15 ⇒ (11) + 15 = 26

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Sense Motive: 1d20 + 6 ⇒ (17) + 6 = 23
"We should probably stop him from pulling a sword on the bartender. He probably doesn't realize, unlike home, its illegal for samurai to kill commoners here."

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Stupid time difference; missed the entire combat!

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Tarowr will head down also.
Climb, Take Ten: 10 + 5 = 15

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If Ogre Mage goes into pit:
Tarowr will turn to their allies. "What? It IS a fighting competition. Maybe they'll give out style points."

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Flurry on Red w/ last being a Rebuking Strike back into the trap door.

Claw 1: 1d20 + 13 ⇒ (15) + 13 = 281d6 + 7 ⇒ (5) + 7 = 12
Claw 2: 1d20 + 13 ⇒ (10) + 13 = 231d6 + 7 ⇒ (5) + 7 = 12
Claw 3: 1d20 + 13 ⇒ (4) + 13 = 171d6 + 7 ⇒ (5) + 7 = 12
Claw 4: 1d20 + 13 ⇒ (11) + 13 = 241d6 + 7 ⇒ (1) + 7 = 8 & DC 15 Fort save or be pushed back 10 ft & half speed for 6 rnds
If not in pit
Claw 5: 1d20 + 8 ⇒ (8) + 8 = 161d6 + 7 ⇒ (4) + 7 = 11

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Tarowr has evasion also so, likely, will take none

Tarowr will cautiously fire off a bolt of fire at Red and, telling Pei to protect them, attempt to dodge their way up to them.

Fire Bolt, ranged touch: 1d20 + 9 ⇒ (19) + 9 = 281d6 + 3 ⇒ (3) + 3 = 6

Acrobatics: 1d20 + 14 ⇒ (10) + 14 = 24

Now have DR 5/cold iron and fighting defensively + ki defense

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If told I would have delayed for Dortlin. I will continue to stand ready to AOO them.

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Tarowr will activate a lasting stretching form, move up and be ready to hit the enemy as they approach our side of the arena.

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Since it sounds like we will be facing oni imminently, I want to ask the GM whether you consider "If you defeat a non-kami outsider with the native subtype, the mantle regains 2 charges" to be personally or as a group?

Also, folks might want to keep within 30 ft of me for when I activate it.

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"You all will do a lot better in the tournament if we sleep on real bed and I doubt Xilt has any in there. Plus if we stay at the inn we can scout out the competition and make rivals out of one group, who we will end up facing in the last round of the tournament, as is tradition for martial arts tournaments."

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Tarowr will take the AOO on the one that drank a potion in their reach and then escape. I have Imp Disarm and burning a ki point to increase speed.
Disarm: 1d20 + 15 ⇒ (19) + 15 = 34

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@Xilt I wouldn't count on early Paizo to know about statistics though.

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Search for another one.
Perception: 1d20 + 7 ⇒ (6) + 7 = 13

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Would it be perception to find another gem? Did we get one from the Aspis we beat up?
Perception: 1d20 + 7 ⇒ (20) + 7 = 27
Tarowr tries to find and grab some of the loose rubies with their noodle arms.

The Concordance

Tarowr will activate stretching form, step up and begin ki flurry on red moving to purple if he drips.
Claw 1: 1d20 + 11 ⇒ (3) + 11 = 141d6 + 5 ⇒ (5) + 5 = 10
Claw 2: 1d20 + 11 ⇒ (15) + 11 = 261d6 + 5 ⇒ (5) + 5 = 10
Claw 3: 1d20 + 11 ⇒ (1) + 11 = 121d6 + 5 ⇒ (4) + 5 = 9
Claw 3: 1d20 + 11 ⇒ (8) + 11 = 191d6 + 5 ⇒ (4) + 5 = 9
Claw 4: 1d20 + 6 ⇒ (17) + 6 = 231d6 + 5 ⇒ (2) + 5 = 7

The Concordance

Tarowr wants to do a knowledge (planes) on the being that appeared before them.
Planes: 1d20 + 3 ⇒ (3) + 3 = 6

Tarowr has Combat Reflexes
Tarowr will react and stretch their arms to attempt to catch some rubies as they sail through the air over the crowd.
Reflex: 1d20 + 15 ⇒ (16) + 15 = 31

The Concordance

Tarowr is a 5'3 kitsune dressed only in an exquisitely embroidered silk robe and a pair of oak bracers. They are accompanied by a tiny Shikigami named Pei.

Anthys wrote:

"A tournament of martial skill. Could be dignified and honorable, but we instead have to traipse around this 'Devil's Dregs' and brawl with local scum."

The warrior sighs. "Glorious. For the Society."

"I wouldn't count on it being any more honorable than these bum fights. Previously, they had me fetch some performance enhancing hair clippings for the next phase of this tournament. Ah, you westerners."

The Concordance

Player Name MVulpius
Character Name Tarowr
PFS# 2371483-8
Class Monk (Menhir Guardian) 6/Shifter(Adaptive Shifter) 1
Level 7
Faction Concordance
XP Progression Normal
Starting XP 18
Starting Prestige 30
Starting Fame 36
Starting Gold 4,957.05 gp

Notes
Memory of Eshiro, Greater
The memory of Eshiro occupies the wrist slot. The pair of bracers grant you a +2 resistance bonus on all saving throws and a +2 sacred bonus to AC against creatures with the plant type. They also have 3 charges that the wearer can spend to channel the dead kami’s power; these recharge at the beginning of each day. If you defeat a non-kami outsider with the native subtype, the mantle regains 2 charges (maximum once per day). As an immediate action, you can spend 1 charge to gain DR 5/cold iron until the start of your next turn. You can spend an additional 2 charges to extend this damage reduction to all allies within 30 feet, and you and your allies gain fast healing 10 for 1 round. Although Pei is able to emerge from his ward to converse, he is a noncombatant and cannot perform any actions on your behalf. Both bracers must be worn by the same creature to provide any benefit.

Kami Respect
Close contact with kami has given you an intuition for how to stay on their good side. Kami automatically have a starting attitude one step friendlier toward you, to a maximum of Friendly.

Keylight Lantern: A keylight lantern is wreathed with elemental runes. When lit, it gives off light as per a typical lantern, but the shifting flame gives its user a +2 competence bonus on Perception checks to find secret doors. In addition, once per day, the lantern’s bearer can fling the oil as a splash weapon that functions as a flask of acid, except that its damage type is random among acid, cold, electricity, and fire. Each keylight lantern has an indentation where an elemental gem could fit. If an elemental gem is slotted in the lantern, the damage type is fixed based on the gem’s element—acid for an earth gem, cold for a water gem, electricity for an air gem, and fire for a fire gem. The lantern’s bearer may choose to expend the elemental gem to infuse the oil with its energy. If she does so, the next time she throws the oil, it functions as per fireball, centered on the square (10d6 damage, Reflex DC 14 half) instead of as an acid flask. The damage type of the fireball matches the damage type associated with the elemental gem.