Silas Vekker

Torag's Fist's page

16 posts. Alias of Pirate Rob.


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Phantom 1 HP 2/9 | AC:14 T:12 FF:12 CMD: 13 | F+3 R+4 W+0 | Percpetion +4 Darkvision

Torag's Fist shuffles up to the log and then shuffles across.

Acrobatics: 1d20 + 6 ⇒ (20) + 6 = 26

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Phantom 1 HP 2/9 | AC:14 T:12 FF:12 CMD: 13 | F+3 R+4 W+0 | Percpetion +4 Darkvision

Torag's Fist will stay in the back and nurse his wounds.

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Phantom 1 HP 2/9 | AC:14 T:12 FF:12 CMD: 13 | F+3 R+4 W+0 | Percpetion +4 Darkvision

Torga's Fist will move further back to stay out of the way.

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Phantom 1 HP 2/9 | AC:14 T:12 FF:12 CMD: 13 | F+3 R+4 W+0 | Percpetion +4 Darkvision

As soon as it Torag's Fist's Turn:
Withdraw to back behind the party.

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Phantom 1 HP 2/9 | AC:14 T:12 FF:12 CMD: 13 | F+3 R+4 W+0 | Percpetion +4 Darkvision

Torag's fist is a corporeal medium creature that will be withdrawing out of the way shortly.

Dark Archive

Phantom 1 HP 2/9 | AC:14 T:12 FF:12 CMD: 13 | F+3 R+4 W+0 | Percpetion +4 Darkvision

Torag's Fist lumbers up as well.

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Phantom 1 HP 2/9 | AC:14 T:12 FF:12 CMD: 13 | F+3 R+4 W+0 | Percpetion +4 Darkvision

Torag's Fist will sneak up to the opening and peer through.

Stealth: 1d20 + 2 ⇒ (6) + 2 = 8
Perception: 1d20 + 4 ⇒ (15) + 4 = 19

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Phantom 1 HP 2/9 | AC:14 T:12 FF:12 CMD: 13 | F+3 R+4 W+0 | Percpetion +4 Darkvision

Torag will look as well. Perception: 1d20 + 4 ⇒ (10) + 4 = 14

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Phantom 1 HP 2/9 | AC:14 T:12 FF:12 CMD: 13 | F+3 R+4 W+0 | Percpetion +4 Darkvision

Torag's fist will check out the pit.

Survival: 1d20 + 4 ⇒ (12) + 4 = 16

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Phantom 1 HP 2/9 | AC:14 T:12 FF:12 CMD: 13 | F+3 R+4 W+0 | Percpetion +4 Darkvision

Torag's fist pounds his chest and attempts to stare down the Minotaur, but his master's will pulls him into the cave.

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Phantom 1 HP 2/9 | AC:14 T:12 FF:12 CMD: 13 | F+3 R+4 W+0 | Percpetion +4 Darkvision

Torag's fist silently coalesces into existence.

Survival: 1d20 + 4 ⇒ (9) + 4 = 13

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Dolgrin's Phantom here.

Torag Smash.

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Awaits with baited breath.

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Lots of cool looking characters here.

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GM Lithrac:
I had pictured the character as Varisian, but your question got me thinking and I think Cheliaxian would be even better for him although I still picture him as a Magnimarian native.

I fixed the extra feat, I've never used the drawbacks before and misread your post as an extra feat rather than an extra trait. I still want to keep doubt as I think it fits really well. I'll figure out a 3rd trait when I get a chance.

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<-Pirate Rob here. Crunch in profile.

Background:
Zandu'baru grew up in Magnimar, fascinated by the city's monuments from an early age.

Despite the Pathfinder Society's meager presence in Varisia until recently Zandu'baru has made good coin selling information to the Pathfinder Society that they were unable to gather themselves.

As the years past Zandu'baru was struck with a midlife crisis. No longer did long hours in the Magnimarian libraries satisfy him. Zandu'baru wasn't sure he had it in him, but he figured the worst the Society could do was send him packing, so he made his way to the Grand Lodge in Absalom and apply for membership.

There Zandu'baru met many strange and surprisingly violent potential pathfinders. Zandu'baru learned that joining the society meant more than just getting to research ancient tombs along side fellow explorers but that he'd be expected to help kill the guardians first!

Zandu'baru almost left the Society after his first year. He was having trouble handling it. He doubled down on his studies and eventually passed his Confirmation but despite the long hours spent in the Society's libraries some doubt remained. Was he tough enough to do this?