Male Half-Orc Barbarian
We still got this, even one catfolk down.
Male Half-Orc Barbarian
Toph resigns himself to a long and dull voyage. He seldom has much to do on a ship save boarding or repelling duty, as his cursed disability kept him from carrying out timely orders on deck, and twas not thrilling work scanning the horizon for sails.
Male Half-Orc Barbarian
Toph turns to Karval, drawing a quick anchor and a crude horse on his chestpiece with his chalk before wiping it away, and climbing deftly aboard to find his place and settle in his gear. He deposits his chest and most of his mundane gear beneath his allotted cot, and immediately leaves to orient himself with the crow's nest, as well as, to a lesser extent, the rest of the ship.
Male Half-Orc Barbarian
Toph, out of the public eye, loosens his scarf and lowers his hood, revealing his reflective eyes and sharp tusks. Snapping a well-executed military salute, he steps forward into line to introduce himself.
Male Half-Orc Barbarian
Toph looks at Rasamoro, slightly bemused. He gestures to the city at large in a grand, sweeping arc. Looking back at the towering Nagaji, he mimes first tusks, then terror. Pointing to the deck of the ship, he mimes removing a mask from his own face. Toph chuckles a little, anticipating the catfolk from the tea shop would soon meet the little bird.
He bows politely to both additions to the group, resolving to board ahead of the noblewoman, but not earlier- it would do well to be associated with her socially, as he was sure he would be able to stand out with his own prowess in battle.
Male Half-Orc Barbarian
Ha! A seven. That ought to fool them.
Male Half-Orc Barbarian
Toph nods at Karval, pointing at the ship's flagstaff.
Male Half-Orc Barbarian
Iunno. We'll see when we get there. It's only useful in a narrow range of campaigns, really. Though it is neat. I'd suggest expanding your niche, with Splintering Weapon, which would be most improvised weapons, or even Distance Thrower. You could also gun for Charging Hurler via Point Blank Shot.
Male Half-Orc Barbarian
Nailed it. Pretty soon I won't have to translate =P
Edit: PS. Karval, have you considered taking some Magus levels? I don't know how martially-oriented you intend to be, but, it's a thought.
Male Half-Orc Barbarian
That's the danger of total defense, my friend- you do not get any AoO's.
Grapple, I think DC is 10? 1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 11
Male Half-Orc Barbarian
I've played as long as I can remember, my first game was with my dad and it was AD&D. I played my own system that included Larp for a few years before playing 3.0 throughout highschool, upgrading to 3.5. Unhappy with 4.0, I've been playing pathfinder two to three times a week irl for about a year.
Trip 1d20 + 7 ⇒ (20) + 7 = 27
Male Half-Orc Barbarian
They do provoke, if the opponent is armed. My last one did not because Kai held only his bow.
Grapple 1d20 + 5 ⇒ (5) + 5 = 10
Male Half-Orc Barbarian
1) I'm using that assumption as it deals no damage, and it makes sense to me thematically, but I see the argument for a normal melee attack. It only threatens if no one is IN it, however.
WALL OF TEXTTTT
Male Half-Orc Barbarian
Toph laughs, his chest rising and falling as he catches his breath. He nods and bows, taking his place by his trident. He knows this will be more a test of finesse and strategy than prowess. He folds his net back onto his gauntleted left hand, and wields his trident reversed.
Male Half-Orc Barbarian
No, it's good to iron these out now.
Male Half-Orc Barbarian
Therein lies my confusion, but alas, NA does not add to touch armor except against brilliant energy weapons.
Male Half-Orc Barbarian
+ 1 DEX, ...?
Charge 1d20 + 9 ⇒ (9) + 9 = 18
Male Half-Orc Barbarian
I target flatfooted touch with that, AC 10; but we'll say that happens. Also, an interesting anrcdote: I believe your AC may be miscalculated. Touch seems to me like it should be 11. Mine on my sheet is wrong too, it doesn't include wooden armor, whoops.
AoO with net. 1d20 + 7 ⇒ (2) + 7 = 9
Male Half-Orc Barbarian
Initiative 1d20 - 2 ⇒ (17) - 2 = 15
Tong Kai finds himself wrapped tightly in the copper-weighted net. Net Ranged 1d20 + 7 ⇒ (5) + 7 = 12
rules used:
... If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you. A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a non-proficient one to do so. Edit:PS. I used my net as a reach melee weapon with the Net Adept Feat, so I'm 5' distant and holding all 10' of the trailing rope.
Male Half-Orc Barbarian
Toph inclines his head to Lang, denoting his understanding. A few dark gray tendrils fall from his hood; the ash-choked and salt-filled locks of his hair, twisted into cirri one or two fingers thick.
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