Male Thri-Kreen Barbarian 5 :: HP 53/53 +0 temp; Surges 10/10 [ AC 20, F 20, R 19, W 13 ]
Hey guys.
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 ]
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...
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 ]
Th'Kal's unconsciously "hums" his carapace. Little vibrations along his exoskeleton show/sound that he is encouraged by Arakan's words. HP Track:
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.
My Poison Info Tracker: Endurance check (my skill is d20+5). MY next DC is: DC 13
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
Checking on the poison:
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 ]
Aubrey the Demented/Malformed wrote:
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...
EDIT:
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 ]
'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.
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.
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 ]
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.
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):
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.
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 ]
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,
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
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
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
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:
Th'Kal grows stronger as his frenzy continues. He summons his energy to attempt to throw off one of his Bandit captors.
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:
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).
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).
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 ]
<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.
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)
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 ]
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.
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
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