Ankheg

Th'Kal's page

495 posts. Alias of Mur.


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Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

I just started looking at the PF files.
I won't get a chance to do much with Th'Kal till later this weekend.

If anyone has conversion ideas or feats they know of, I'd love to hear ideas... It may help me convert faster.

Ps. This next week is another horrible work schedule for me... But I will try to get the Kreen updated asap.


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Hey guys.
Sorry for the absence. Work and coaching and illness are kicking my butt right now.

As for the game, I've really enjoyed playing Th'Kal. But I know absolutely nothing about Pathfinder. I gave up on DnD 3.5 when it seemed all about min/maxing and having to buy a billion books to find the best combination of XYZ Classes. 4e has been fun (not really the best version of the game). I tried 5e when it first came out and enjoyed it, but haven't gotten to do much since our table game fell apart (rotten real life forcing people to move away).

Anyway, I have no clue about the PF edition. So, if you need me to step out of the game now that you're converting to it


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]
Aubrey the Demented/Malformed wrote:
OK then - Survival checks, please.

Endurance Check?

If so, Endurance: 1d20 + 5 ⇒ (4) + 5 = 9


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Yeah, it looks like you get your hp, a new daily, and possibly a class feature (Barbarians get one).


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

lol, "crumbly" rather than "bloodied"?


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Th'Kal tries to take advantage of his enemy's weakness, using all of his might to try and bury his axe in the elemental...


Blood Strike: 1d20 + 11 ⇒ (6) + 11 = 17 vs E5's AC
If it hits, Damage: 2d12 + 1d12 + 6 ⇒ (10, 3) + (12) + 6 = 31


Endurance Check: 1d20 + 5 ⇒ (3) + 5 = 8 vs DC 13

My Poison Info Tracker:

Endurance check (my skill is d20+5). MY next DC is: DC 14
No check needed if you take NO Standard Act or only ONE Move Act.

If you fail the check, you are "attacked" by the poisonous fumes: +10 v Fort, poison damage 1d6+4.

The DC increases by 1 for each additional round where you have to make a check. You add 2 to your Fort defense if you have a filter mask.


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Is #5 Bloodied? It's the difference between using rending strike and blood strike.


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Cahel, being Dazed means you only get one action. So, you can still attack if you want.


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Th'Kal's unconsciously "hums" his carapace. Little vibrations along his exoskeleton show/sound that he is encouraged by Arakan's words.

HP Track:
Was at 31 + 7temp. -13 from the elemental. +11+4 from Arakan == 40hp


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

I'm going to stay where I'm at


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]


If E1 is still alive, I'd get my class feature free attack on it from the crit attack. But if it isn't alive, I've already used my free charge attack... so the rampage attack would be lost.


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Th'Kal lashes out at the nearby elemental with his lower claws... and uses the distraction to bury his axe into whatever appears to be its head.


Minor Action: Kreen Claws vs E1
Kreen Claws Attack: 1d20 + 11 ⇒ (11) + 11 = 22 vs AC (which I think is at -5 still).
If it hits, Damage: 1d8 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Standard Action: Howling Strike vs E1
Howling Strike Attack: 1d20 + 11 ⇒ (20) + 11 = 31 vs AC (at -5 ??)
If it hits, Damage: 1d12 + 1d6 + 6 ⇒ (9) + (3) + 6 = 18 EDIT: CRIT BABY!!
USE THIS NEW DAMAGE: NEW CRIT DAMAGE: 12 + 6 + 6 + 1d12 + 1d8 ⇒ 12 + 6 + 6 + (4) + (4) = 32 <---USE THIS ONE


Endurance Check: 1d20 + 5 ⇒ (11) + 5 = 16 vs DC 12

My Poison Info Tracker:

Endurance check (my skill is d20+5). MY next DC is: DC 13
No check needed if you take NO Standard Act or only ONE Move Act.

If you fail the check, you are "attacked" by the poisonous fumes: +10 v Fort, poison damage 1d6+4.

The DC increases by 1 for each additional round where you have to make a check. You add 2 to your Fort defense if you have a filter mask.


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Dazed from the elemental attack, Th'Kal can barely manage a battle howl as he clumsily swings at his nearby opponent... On the plus side he seems to be ignoring the poisonous fumes and is able to shake off the stun for his next swing.

Single Action: Howling Strike vs E1
Howling Strike: 1d20 + 11 ⇒ (6) + 11 = 17 vs AC,
If it hits, Damage: 1d12 + 1d6 + 6 ⇒ (3) + (2) + 6 = 11

Checking on the poison:
Endurance Check: 1d20 + 5 ⇒ (8) + 5 = 13 vs DC 11
And then:
Save vs Dazed: 1d20 ⇒ 20

My Poison Info Tracker:

Endurance check (my skill is d20+5). MY next DC is: DC 12
No check needed if you take NO Standard Act or only ONE Move Act.

If you fail the check, you are "attacked" by the poisonous fumes: +10 v Fort, poison damage 1d6+4.

The DC increases by 1 for each additional round where you have to make a check. You add 2 to your Fort defense if you have a filter mask.


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

lol, ah well... worth checking.
HP Tracking: +7temp from killing E2 -11 from attack == -4 total


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]
Aubrey the Demented/Malformed wrote:

...

The remaining elementals reposition themselves. Then they all breathe out a cloud of the toxic gases billowing in the area.
...
E5 v Jareen 1d20+5 v Fort
E v Th'Kal 1d20+5 v Fort
2d10+6 poison damage and the target is dazed (save ends)

Does the filter mask protect against this attack by chance. It's the difference between being DAZED or not. My guess would be no, but I figured I would check. I plan to attack E1 regardless, but will do more if able.


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

As the stones come to life, Th'Kal leaps from his saddle, effortlessly clearing his mount. <Brrrlaw> His howl echoes a bit off the stones as he throws himself at one of the elementals, ignoring the poisonous gas fumes...


Standard Action: CHARGE! Jump two squares (to get me off the mount) and then move the rest of the way to J13. Howling Strike Charge Attack vs E2.
Howling Strike Charge: 1d20 + 11 + 1 + 2 ⇒ (20) + 11 + 1 + 2 = 34 vs AC. OOOHH!!! CRIT
If it hits, Damage: 1d12 + 1d6 + 1d8 + 6 + 2 ⇒ (12) + (4) + (7) + 6 + 2 = 31 <---IGNORE THIS DAM
USE THIS---> NEW DAMAGE: 12 + 6 + 8 + 6 + 2 + 1d12 + 1d8 ⇒ 12 + 6 + 8 + 6 + 2 + (11) + (4) = 49

Poison:
Endurance Check: 1d20 + 5 ⇒ (7) + 5 = 12 vs DC 10.

EDIT:
Kal's strike fuels his combat rage as he continues to swing at the rock enemies.
Rampage Free Attack on a crit. I'm assuming E2 is probably still standing, so I will use it on him. If E2 is by chance dead, I'll charge after E1...
Rampage Basic Attack: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29 vs AC
If it hits, Damage: 1d12 + 6 ⇒ (11) + 6 = 17

My Poison Info Tracker:

This is just so I don't have to keep finding the original combat post, and I can track what my Endurance DC is...
Endurance check: DC 10 + 1
No check needed if you take NO Standard Act or only ONE Move Act.

If you fail the check, you are "attacked" by the poisonous fumes: +10 v Fort, poison damage 1d6+4.

The DC increases by 1 for each additional round where you have to make a check. You add 2 to your Fort defense if you have a filter mask.

The same applies to your mounts.


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

I wouldn't have let the old man wander into the middle of the stones alone... So, I guess that means I'm in the middle too. grrr.
I'll take M-N 12-13


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

lol. Yes. We may get to go first, but we've used all of our good rolls :)


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Initiative: 1d20 + 5 ⇒ (18) + 5 = 23


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

'Kal and his mount are making their way through the field fine enough... and he's pretty sure that his antenna can pick up the scent of fresher air and the direction the group needs to travel.
<brrrtZZ> "This ways." He double arm gestures in the safest direction he can find.

Perception Check: 1d20 + 7 ⇒ (20) + 7 = 27


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Th'Kal follows suit, doing the best he can to cover his breathing and follow the suggestions of the clutch on how to avoid the out-gassing.
Th'Kal will help lift and shuffle the group past any other obstacles.

Athletics Check to help everyone: 1d20 + 13 ⇒ (10) + 13 = 23


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Nature: 1d20 + 4 ⇒ (18) + 4 = 22

<ZZZ zttts> "Clutchbrothers and newdwarf, have cares. I have seen fogs like this before. These vapors are poisonous." Clacking his mandibles together a few times while thinking... " It may also mean angry nature spirits nearby. Our spirittalker brother could tells us more." Th'Kal nods towards Cahel.


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Perception: 1d20 + 7 ⇒ (12) + 7 = 19


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

i don't think Kal needs any new items as long as we have rations and gear for our mounts, which I think we do... So, I'm all set and good to go.


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Th'Kal rarely gets involved in negotiations. He trusts Arakan to fix whatever Jareen might get them staked for... He began to bristle, his exoskeleton softly rustling, as Jareen agitated the strangers at the mention of Templars.

Then Arakan fixed it and Th'Kal visibly relaxes.
To Jareen and Arakan, "I look forward to this new hunt." Waving a lower elbow in the direction of Cahel and continuing, <zzzt> "We should also takes the spirittalker with us. He is useful in a hunt." And, although he wouldn't admit it, Th'Kal likes the presence of the half-giant. It makes him feel less strange in the group.

He's not sure about the new dwarf. He liked his old dwarf and doesn't like change.


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Health Tracker (for myself really):
37 + 7temp - 21 (mekillot) - 11 (driver's parting shot) + 11 (surge value) == 21 hp and no temp

Th'Kal struggles with letting the driver run off, but redirects his rage at the mekillot. Th'Kal stalks a circular path behind Cahel and then throws himself ax-first, screaming, into the beast.

Move Action: Move to AA4.
Standard Action: Howling Strike Charge to AA8.
Howling Strike Charge: 1d20 + 11 + 1 + 2 ⇒ (19) + 11 + 1 + 2 = 33 (with combat advantage) vs AC.
If it hits, 1d12 + 1d6 + 1d8 + 6 + 2 ⇒ (6) + (5) + (3) + 6 + 2 = 22

On the initiative counter, an archer is still listed, but I'm assuming that's a typo, right? It should just be the mekillot and bandit4?


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

:( Dang. Was hoping to get a free swipe... ah well.


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Do I get an AoO on the Archer for attacking me with a ranged weapon?


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Th'Kal tries to tear a hole into the prone Mekillot. He then turns, ignoring the nearby archer, and throws himself across the battlefield to try and stop the driver from having free rein to throw spells at the group...

Standard Action: Rending Strike vs the prone Mekillot,
Attack Roll: 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25 vs Mekillot's AC
If it hits, Damage: 2d12 + 6 ⇒ (7, 8) + 6 = 21 AND it will take an additional 1d6 and can be slide 1 sqr if it takes damage from an ally before the end of my next turn!
Move Action: Move to AH/AI-4/5
(I know that will probably draw AO from Archer/Mekillot, but both of them are marked, and it should be harder for them to hit me... plus, if that archer does try to shoot me, wouldn't I also get an AO on him for using a ranged attack while close?)
ACTION POINT: Howling Strike Charge vs the Driver. Charging to AH/AI-9/10,
Charge: 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25 vs Driver's AC
If it hits, Damage: 1d12 + 1d6 + 1d8 + 6 + 2 ⇒ (7) + (2) + (4) + 6 + 2 = 21


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

[occ]Sorry, crazy busy today and tomorrow... can you delay my turn? I'll jump in before the end of round, just after Jareen.[/ooc]


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Any chance the Mekillot is Bloodied? Just wondering whether to go after the archer or the beast.


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Th'Kal slides over a bit to provide Piedro a bit of an advantage verse the mekillot and then swipes at the nearest archer hoping to cut him down...

Move Action: Slide one square to the right, AA
Standard Action: Howling Strike vs Archer1
Attack Roll: 1d20 + 11 ⇒ (3) + 11 = 14 va A1s AC,
If it hits, Damage: 1d12 + 1d6 + 6 ⇒ (3) + (3) + 6 = 12


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Th'Kal urges his crodlu away from the chaos in order to line up against the new target. <bbrr LAWL> With a alien howl, Th'Kal spurs his mount to charge into the melee, aiming for the driver.

Move Action: Move off to X5
Standard Action: Howling Strike CHARGE to the Driver
Howling Strike Attack: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31 vs AC of the DRIVER,
If it hits, Damage: 1d12 + 1d6 + 1d8 + 6 + 2 ⇒ (10) + (4) + (5) + 6 + 2 = 27


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

It's all good. You saved me the use of an Action Point and freed me to move on my next turn!
No worries :)


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

<brrrLALL> Th'Kal howls out in rage as he tries to drop the spear-wielding bandit in front of him.

Free Attack
Howling Strike: 1d20 + 11 ⇒ (10) + 11 = 21 vs AC
If it hits, Damage: 1d12 + 1d6 + 6 ⇒ (6) + (4) + 6 = 16


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

It may be a mistake to try and pin down Th'Kal. He begins to lash out with the claws of his lower arms and lets his own pain give fuel to axe - attempting to cut down the bandit that is flanking him (#5)... and spurring another frenzied assault on his enemies.

Minor Action:
Kreen Claws against all adjacent bandits
Attack: 1d20 + 11 ⇒ (5) + 11 = 16 vs Bandit5 AC
Attack: 1d20 + 11 ⇒ (19) + 11 = 30 vs Bandit6 AC
Attack: 1d20 + 11 ⇒ (9) + 11 = 20 vs Bandit7 AC,
If any of them hit, Damage: 1d8 + 6 + 3 ⇒ (4) + 6 + 3 = 13
Standard Action:
Blood Strike vs Bandit5 (extra damage b/c I'm Bloodied)
Blood Strike: 1d20 + 11 ⇒ (20) + 11 = 31 vs Bandit5's AC
If it hits, Damage: 2d12 + 6 + 1d12 ⇒ (2, 6) + 6 + (4) = 18 <------ EDIT!! CRIT!!
Use this damage: NEW CRIT DAMAGE: 36 + 6 + 1d12 + 1d8 ⇒ 36 + 6 + (3) + (2) = 47
Free Action:
RAMPAGE because of the Crit.
Rampage Basic Melee: 1d20 + 11 ⇒ (15) + 11 = 26 vs Bandit# AC (If Bandit 5 survived the hit, target him... otherwise target #6 who I previously hit)
If it hits, Damage: 1d12 + 6 ⇒ (6) + 6 = 12

...
I would also like to use a Free Action to activate Feral Rejuvenation to heal a little bit (Surge+2 if he happened to kill Bandit5 - bringing him to 35hp and 7temp).

Th'Kal grows stronger as his frenzy continues. He summons his energy to attempt to throw off one of his Bandit captors.


And also spend my Action Point to hit Bandit#7 with Pressing Strike to maybe end the grab:
Action Point Pressing Strike: 1d20 + 11 ⇒ (13) + 11 = 24 vs Bandit7's AC
If it hits, Damage: 1d12 + 6 ⇒ (5) + 6 = 11 AND he is pushed 1 square


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]
Aubrey the Demented/Malformed wrote:

They can still attack you - you are grabbed by being snagged by their spears. They are also wielding daggers with which they want to stab you and they can only do that if you are grabbed. As for getting free, it's a Move action to free yourself with an Acrobatics or Athletics check, not a Standard action. But each check would only free you from one grab.

Awesome.

Thanks for the info!


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Th'Kal is bloodied, but I can spend a surge on my next turn... so, no worries (yet).
@Aub: I'm more curious about the grabs.
Assuming it's their spears that are causing the grab effect, would it be true, that they can no longer attack while I am grabbed?
Also, just making sure: Since I'm grabbed by 3 opponents, if I want to get free I need to end EACH of their holds... meaning kill each one, prevent each one from holding me (ie prevent them from taking opportunity actions or remove their spears), or break/slip the hold with a standard action. But that last one would only break/slip one hold per action, right?
Just checking on my options. Though, realistically, I'm probably going with the first option: KILL EACH OF THEM :)


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Have to keep it short today...

Th'Kal charges the nearest bandit.

Will need a Move Action and then a Standard Action: Charge to squares P/Q-12/13 (With Combat Advantage b/c it's the first round).
Howling Strike Charge: 1d20 + 11 + 1 + 2 ⇒ (10) + 11 + 1 + 2 = 24 vs Bandit6.
If it hits, Damage: 1d12 + 1d6 + 1d8 + 6 + 2 ⇒ (8) + (1) + (1) + 6 + 2 = 18 <--IGNORE
EDIT: Rerolling the (1) on the d8 (Feat)
ACTUAL DAMAGE: 8 + 1 + 1d8 + 6 + 2 ⇒ 8 + 1 + (1) + 6 + 2 = 18


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

I'll take D10.


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Initiative: 1d20 + 5 ⇒ (7) + 5 = 12


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Sounds like we're riding back to the caravan as fast as possible.


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Th'Kal is ready to charge after the fleeing Bandits - the hunt is not over till the prey is down. But Jareen's shout gets his attention and without waiting for the others, Th'Kal leaps back on his crodlu and prepares to race back to the caravan.


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Everyone should now be at 4908xp. Next level is 5500.


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

<BRRR-laaat> Th'Kal emits a guttural howl, mandibles wide, as he throws himself from his crodlu. Rushing between the riderless kanks, T' continues to punish the imposters that dared attack his clutch.
This feels better hunting from my own legs anyways...

Move Action: Dismount (is that a necessary action? - he could also literally leap from his saddle and cover nearly three squares automatically - because of his racial Natual Jumper ability and his Athletics Skill Bonus)
Standard Action: Charge to N8 and Howling Strike Charge vs Bandit 5
Howling Strike: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32 vs Bandit 5's AC
If it hits, Damage: 1d12 + 1d6 + 1d8 + 6 + 2 ⇒ (4) + (3) + (2) + 6 + 2 = 17 <----IGNORE
EDIT: ooohhh... someone has been living right this week :)
CRITICAL!
ACTUAL DAMAGE: 34 + 1d12 + 1d8 ⇒ 34 + (12) + (5) = 51
Free Action: RAMPAGE Class Ability...

Free Basic Melee attack, If Bandit 5 is still alive it goes on him, otherwise it goes against Bandit 1:
Rampage Basic Melee Attack: 1d20 + 11 ⇒ (16) + 11 = 27 vs AC
If it hits, Damage: 1d12 + 6 ⇒ (12) + 6 = 18


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

@Aub: Are the Kanks hostile? Can I move through their spaces in order to get to the Bandits 1&5... Or do I need to go around? And would I know if the Kanks are likely to try and take a piece out of me with an AoO?


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Lol - I love the description in the initiative order!


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

lol,
I think his Barb powers can only trigger once per round. So I probably have to pass the dice now :(


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Th'Kal's carapace bristles with excitement as he lets go and unleashes more anger on those that dared to rush his clutch.

Taking the free Howling Strike on Bandit 3.
Howling Strike: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33 vs AC
If it hits, Damage: 1d12 + 1d6 + 6 ⇒ (12) + (1) + 6 = 19
EDIT: Oooooh CRIT TIME AGAIN!
ACTUAL HOWLING STRIKE DAMAGE: USE THIS: 24 + 1d12 + 1d8 ⇒ 24 + (8) + (8) = 40


Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]

Th'Kal continues his rampage after the rending hit on his nearby enemy...

Free Action: Rampage Class Ability - free attack on a crit
Melee Basic Attack vs Bandit 2
Melee Basic Attack: 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22 vs B2 AC,
If it hits Damage: 1d12 + 6 ⇒ (8) + 6 = 14

Full Name

Ramsis

Race

HP 45/45 | AC 16/8/16 | init + 8 | perception +8

Strength 7
Dexterity 7
Constitution 12
Intelligence 12
Wisdom 16
Charisma 22

About Ramsis

Ramsis
Human cleric 6
LN Medium humanoid (human)
Init +8; Senses Perception +3
--------------------
Defense
--------------------
AC 16, touch 8, flat-footed 16 (+6 armor, -2 Dex, +2 shield)
hp 45 (6d8+12)
Fort +6, Ref 0, Will +8
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee cestus +1 (1d4-2/19-20)
Special Attacks channel negative energy 10/day (DC 22, 3d6)
Domain Spell-Like Abilities (CL 6th; concentration +9)
6/day—fire bolt (1d6+2 fire), touch of law
Cleric Spells Prepared (CL 5th; concentration +8)
3rd—bestow curse (DC 16), fireball[D] (DC 16), nap stack[APG] (DC 16)
2nd—align weapon (law only)[D], cure moderate wounds, resist energy, silence (DC 15)
1st—ant haul[APG] (DC 14), command (DC 14), cure light wounds, endure elements, protection from chaos[D]
0 (at will)—create water, detect magic, light, purify food and drink (DC 13)
D Domain spell; Domains Fire, Law
--------------------
Statistics
--------------------
Str 7, Dex 7, Con 12, Int 12, Wis 16, Cha 22
Base Atk +4 CMB +2; CMD 10
Feats Improved Channel, Noble Scion Of War[ISWG], Quick Channel[UM], Selective Channeling
Traits reactionary, sacred conduit
Skills Acrobatics -5 (-9 to jump), Diplomacy +11, Knowledge (arcana) +5, Knowledge (history) +5, Knowledge (nobility) +7, Knowledge (planes) +5, Knowledge (religion) +9, Linguistics +9, Sense Motive +7, Spellcraft +7, Use Magic Device +7
Languages Abyssal, Celestial, Common, Ignan, Infernal, Osiriani, Ancient
SQ variant channeling (rulership variant channeling)
Other Gear mithral breastplate, Masterwork heavy steel shield, cestus, headband of alluring charisma +2, 145 gp
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Special Abilities
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Cleric Channel Negative Energy 3d6 (10/day, DC 22) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Cleric Domain (Law) Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Fire Bolt 1d6+2 fire (6/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Quick Channel Channel energy faster by expending more uses
Rulership Variant Channeling (±2 Profane) Diplomacy bonus/dazed
Selective Channeling Exclude targets from the area of your Channel Energy.
Touch of Law (6/day) (Sp) Treat all d20 rolls as 11 for 1 rd.

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