Captain Elreth

Torgald Frostbeard's page

123 posts. Alias of Grumbaki.


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17, 15, 15, 14, 14, 13

I'd imagine so! Love that it has just enough odd numbers for the +1 at lvls 4/8/12/16 to be used. No delayed satisfaction at those levels in waiting for the stats to be used.


It helps a gunslinger *alot*

(1) Weapon Finesse and Power Attack for free (allowing you to switch hit)
(2) Point Blank Shot no longer exists allowing a non-human to get precise shot at lvl 1
(3) Deadly Aim for free

All of that is huge. Can quite easily make a gunslinger into a switch hitter by getting dex to damage on a melee weapon...or making an improvised weapon build and using either your boots a weapon (via a trait) or your rifle/pistol, letting you smack people around with your weapon.

Elephant in the Room opens up a lot for a gunslinger. :)


I'm shocked we aren't seeing more rogues, or trap specialists


Thank you for making up for me having Int as a dump stat :)

Profile (mechanics and background) have been updated.


A question…is VMC allowed?

I had an idea. VMC Wizard for a familiar at lvl3. Specifically a parrot with the Sage archetype. It gives +3 appraise (bleh) but it can talk. And I liked the idea of a parrot that never talks until it passes a knowledge check, and squawks out the information from said check. It sounds both useful, and flavorful.


Helmsman (already chosen)
Jacquelyn Shadowfire Undine Druid

Surgeon
* [Ouachitonian] (undine kineticist)

Cook
* Veniir (ratfolk alchemist)

Boatswain
* KoolKobold (Tengu Gunslinger)

Cooper
* Mack Brinebeard Dwarf Oracle (commando gunslinger dip planned)

Carpenter
* Torgald Frostbeard Dwarf Elementalist Shifter (building towards Horizon Walker)
* Varek Cinderjaw Drazan Tiefling Freebooter Ranger

Mate
* Kragan Bloodskull Half-Orc Freebooter Ranger
* Tobias Toby Wraithborn Aasimar Godling
* eriktd (Human Siege Mage Wizard)

Sailmaker
* N/A

Rigger
* Naya Sylph Magus


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Preferred Role: List what non-command role your character would be best fit fer on a vessel. These include:

Ship Roles
* Helmsman (spoken for!)
- Jacquelyn (Undine Storm Druid)
* surgeon
* cook
* boatswain: KoolKobold…until named (Tengu Gunslinger)
* cooper
* carpenter: Torgald (Dwarf Elementalist Shifter)
* mate: Kragan (Half-Orc Freebooter)
* sailmaker
* rigger: Naya (Sylph Magus)

* Unknown: Mack Brinebeard (Dwarf Oracle)

——

Can easily add more people to each line as they post characters. I put Kragan at mate because he said he wanted to eventually be a captain…and that was the closest position I could see.


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Ogre

Official race. 23 race points.

Play as this

Use a cannon as your main weapon. With +4 racial bonus to strength and large size, you could actually pick it up and aim it. Would need an NPC crew member to help load it. Or if you don’t want a crew to be needed use a ballista.

Take the Shikigami Style feats (Catch Off-Guard, Shikigami Style, Shikigami Mimicry and Shikigami Manipulation). Use the cannon as your melee weapon as well. If anyone gets into close combat with you, then just hit them with the cannon! Or with cannon balls. Either way it’ll be a lot of damage.

Siege Gunner Gunslinger would be a good class to use this.

17, 16, 14, 11, 9, 8

Str: 14 +4 (race) = 18
Dex: 17
Con: 16 +2 (race) = 18
Int: 11 -2 (race) = 9
Wis: 8 +2 (race) = 10
Cha: 9 -2 (race) = 7

Not sure if size bonuses included or not. If not, then it is Str 20 and Dex 15. Which honestly feels very in character.

Start off lvls 1-3 with a very large musket or the like. Lvl 4 you become proficient with the cannon above. And that’s when the fun really begins.

And with that...it's a ship's artillery in ogre form. :D


@Ouachitonian
18, 17, 16, 14, 14, 11

Damn! Now *THAT* is some fine rolling. Can't wait to see your hydrokineticist, if that is what you decide to go with.

Torgald's Build and planned progression:

I worked it out. And it more or less goes like this...

Lvls 1-4: Elementals Shifter
* Gains everything water themed. Torgald's bloodline grows stronger

Lvl 5: Urban Verdant Bloodrager
* Nature themed martial. With all water themed powers unlocked, this gives a nature themed spike

Lvl 6: Green Knight Cavalier
* Required for prerequisites to enter prestige class. He makes a conscious vow so as to properly unlock the remaining dormant powers in his blood.

Lvls 7-16: Horizon Walker
* Swim speed, breathe underwater, elemental resistances. Eventually, as a capstone, becomes immune to exhaustion and fatigue. Favored Terrain for everything aquatic, and the type of terrain found near the ocean.

Stays full BaB the entire time. And while 4 classes are mixed together, the main focus is reaching Horizon Walker with the theme intact. Full details can be seen in the profile. I did some basic planning...and if he has gear that is about what is expected with automatic bonus progression, he'll have AC at about 36, and saves at about +18 (no hardy or the like). Nothing broken, but definitely planned for him to be reasonably tanky.


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I’ve decided that, because I’ve done a kineticist before, I want to try something else.

Torgald will do this:
Lvls 1-5 Elementalist Shifter
Lvls 6+ Horizon Walker

Water themed melee bruiser. Starting at lvl 4 can wildshape into an elemental, which should be a lot of out of combat fun. I’ll be updating the profile accordingly. :)

Updated Gold: 5 + 2d6 ⇒ 5 + (5, 2) = 12


4d6 - 1 ⇒ (4, 2, 4, 1) - 1 = 10
4d6 - 4 ⇒ (6, 6, 4, 4) - 4 = 16
4d6 - 3 ⇒ (4, 3, 4, 3) - 3 = 11
4d6 - 1 ⇒ (5, 6, 3, 1) - 1 = 14
4d6 - 1 ⇒ (6, 1, 6, 5) - 1 = 17
4d6 - 2 ⇒ (4, 4, 2, 4) - 2 = 12
Reroll: 4d6 - 2 ⇒ (5, 4, 2, 3) - 2 = 12

17/16/14/12/12/11
Those are rolls I can work with :)

Wealth: 1d6 ⇒ 5

I love this AP! Got in once and it sadly died far too soon. Got in again and it died as well. But hopefully third time is a charm?

Will be using this profile.

Torgald will be a shipwright / carpenter by trade and a water kineticist by class.

As for alignment: Lawful Neutral. Though leans Neutral Evil. He gives his word and sticks to it, so long as the other party does. That said, he has zero problems with the life of a pirate. He is here to earn gold, hone his craft, and awaken his blood-right. His mantra is “Professional, not personal.” All of this is to say that he works well with others in a group.

Profile is mostly done. Background is WIP.


Was looking through the submissions. It's so much fun to see what different people come up with using the same build rules. As others have said, I really don't envy the GM!

But while I'm here..just musing: I noticed that Torgald and Mack are both dwarves with ties to the sea. But what stuck out to me is this:

Our characters both trace their paths back to dwarves who broke away from clan traditions because of some strange power in their blood. Only difference is, for mine, it happened generations ago, with Torgald growing up surrounded by Clan and Kin who respect and value their blessings. For Mack, it is happening now. Much like the patriarch of Torgald's clan, he is forced out of Clan and Hold because of a blessing/curse.

The best way I'd describe it...Mirrored Origins, Diverging Paths.

Not much really to say besides how much I love how two water-touched dwarves can have stories that resonate together like that.


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Eriktd, thank you for putting the list together! While I love making characters, a close second is the joy of seeing what others make.

And I do apologize, but I dropped the archetype. Will still be sticking to pure water kineticist. Ironic, I know. Taking the trait “set mind” and then changing my mind.


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Grumbaki here with my aquakineticist submission. Did my best to make 16 point buy work...

Appearance and Pereonality:

Torgald Frostbeard has the look of a cliff carved by salt and wind. His skin is sun-darkened and leathery from years at sea, and his hands are thick with old rope burns and calluses. Like all members of his clan, his eyes are a pale, cold blue, a hint of the elemental power that is his by birthright.

True to his name, his beard is full, long, and proudly unshorn. It cascades past his chest in heavy braids. As with all members of his clan, his beard is blonde to the point of being white, with streaks of silver even at his young age. It is, bound with simple brass rings etched in wave patterns. His hair, equally long, is tied back with sailor’s knots to keep it clear of rigging.

He wears parade armor modified with sailor's sensibilities. Given his profession, he has prioritized room to move, but sturdy enough to take a blow. Over it hangs a faded sea-cloak and a leather tool belt bristling with shipwright’s gear and a simply made buckler.

While most dwarves are gruff and impersonal, Torgald is generally affable. He enjoys his craft and relishes the opportunity to see the world. In general, he respects those who are excellent in what they do, and looks for reasons to see value in others. Lying is anathema to him, and he sees threatening others as being demeaning to both himself and to whomever would be on the receiving end. Rather, he believes in direct action and hard work. Because, as his father was wont to say, there is nothing that a determined dwarf with a hammer can’t do.

Kinetic Blast Description:

Torgald can shape an ethereal weapon in his hands, though its form is nothing more than a swirl of elemental energy. Sometimes it resembles an axe, other times a hammer, but no matter the shape, the weapon is insubstantial and vanishes upon striking. He does not truly need to give it form at all, yet envisioning a familiar weapon sharpens his focus. To those on the receiving end, the blows leave no gaping cuts as if from a real blade, nor the shattered bones one would expect from a heavy hammer.

Instead, the danger lies in the unnatural cold that floods through the strike. Even a single blow can numb the flesh, and repeated strikes freeze skin and muscle alike. The cold gnaws deeper until nerves go silent, frostbite sets in, and tendons stiffen to the point of tearing. Though Torgald is no warrior by trade, his elemental birthright makes him far from defenseless.

Background:

Unlike most dwarves who hail from mountain halls and ancient mine-shafts , Torgald Frostbeard hails from Absalon. Born into Clan Frostbeard, a respected family of dwarven shipwrights. A calling that stretches back to the patriarch of the Clan, a dwarf who felt a connection to the water itself. It was said that he mastered the ability to control the very ocean, willing waves to freeze, pushing back the tide with force of will alone, and manipulating currents in a way that sailors could only dream of. This 'strange blood' is seen as a gift from Torag by the clan. Where other dwarves are shaped by the fire of the forge, Clan Frostbeard hails from the cold deep beneath the ocean.

For generations, the Frostbeards crafted ships tough enough to weather anything Golarion’s oceans could throw at them. More than just builders, they were sailors, carpenters, and essential crew on long voyages, trusted to keep hulls afloat when no dry dock was within a hundred leagues.

When the expedition to Azlant was chartered, the Frostbeards were approached to provide a shipwright and seaworthy hand. Torgald stepped forward and bound himself to the mission by solemn oath. The expedition’s advance pay went to the clan, as tradition demanded. His room, rations, and coin from here on out are his own to earn.

He isn’t here for glory, relics, or fame. He’s here because a deal was made. And Torgald Frostbeard doesn’t break his word. The ship carried the venture here; he’ll make sure the mission floats, one way or another.


Main Stat A: 10 + 2d4 ⇒ 10 + (1, 1) = 12

Main Stat B: 10 + 2d4 ⇒ 10 + (3, 3) = 16

Normal Stat A: 10 + 1d6 ⇒ 10 + (1) = 11

Normal Stat B: 10 + 1d6 ⇒ 10 + (6) = 16

Sub Stat A: 14 - 1d6 ⇒ 14 - (5) = 9

Sub Stat B: 14 - 1d6 ⇒ 14 - (6) = 8

16/16/12/11/9/8

Main Stat A: 10 + 2d4 ⇒ 10 + (1, 2) = 13

Main Stat B: 10 + 2d4 ⇒ 10 + (3, 2) = 15

Normal Stat A: 10 + 1d6 ⇒ 10 + (6) = 16

Normal Stat B: 10 + 1d6 ⇒ 10 + (6) = 16

Sub Stat A: 14 - 1d6 ⇒ 14 - (2) = 12

Sub Stat B: 14 - 1d6 ⇒ 14 - (3) = 11

16/16/15/13/12/11

Second one, of course.

Wealth: 3d6 ⇒ (6, 5, 6) = 17 170
HP: 1d10 + 1 + 1 + 2 ⇒ (5) + 1 + 1 + 2 = 9

Name: Torgald Frostbeard
Race: Dwarf
Class: Elementalist Shifter
Stats: Str (16) Dex (15) Con (15) Int (11) Wis (18) Cha (10)

Equipment: Dragonhide Breastplate, Spiked Darkwood Heavy Shield

Background:

Torgald was born in the Five King Mountains, just one dwarf amongst many. A solitary soul who should have followed in the footsteps of his father, his father’s father, and his…etc. This would be the case if it were not for his great, great, great grandfather, a druid of some notoriety in his time. A druid whose powers came from a connection opened up between his own soul and the elemental planes. A connection which remained dormant in the family line all the way until young Torgald inherited it. As a youth he knew not what it was that made him different, only that he was. From as early as he could remember he recoiled at the touch of metal, a sure sign that there was something fundamentally wrong with him. Stricken by a sense of not belonging and a burning desire to see the world he left home, not knowing what it was that he was seeking.

It was while traveling that he found himself working in a town’s brewery when he met a halfling by the name of Colewin Binderbook. The two drank together, with the dwarf impressed by how the Paladin could handle his drink. As time went on the dwarf confided his deep dissatisfaction in his current life. He was wandering without a purpose, looking for something which he could not define. He wanted to do something important. To make a difference. To be more than the disappoint that he had been seen as his entire life. Seeing the size of the dwarf, and the halfling took a chance on him, and offered a chance to join the Silver Shields. It was, afterall, a chance to both travel and to do something worthwhile. The dwarf accepted, not seeing what he had to lose….

Crunch in profile


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

"To the town, as quickly as possible, lads. We'll carry Alphonso with us. He needs proper medical attention, and the town fookin' owes it to us after all the shyt we've been through."


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

With everything stabilized, the situation and Alphonso, the dwarf prestidigitated his book clean. ”We won’t survive another fight like this. Let’s avoid the bats, find the mushrooms and hurry back to town.” He said. He now knew where the ruins were, so there was no need to risk death rushing things.


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

Hit: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d8 + 4 ⇒ (5) + 4 = 9

Hit: 1d20 - 2 ⇒ (9) - 2 = 7
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Torgald brought his book down upon the back of the warg’s head, yelling ”These lands are for the Dwarven people. Begone!”


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)
DM Trawets wrote:
Sorry for disappearing guys. My desktop was blown up and I still haven't recovered from that. I will post as often as I can.

Welcome back!


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

Hit: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

Hit: 1d20 - 2 ⇒ (14) - 2 = 12
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Climbing upon the table, Torsten stood above the worg. He raised his book over his head, chanting grudges against wolves and all their ilk. As he did so, spikes formed upon the book, so when he brought it down it was as if the book itself was attempting to spill the worg's blood.


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

”If it can be put to sleep then we kill it in it’s sleep. Hurt as I am, all I have in me is facing it up front. Anyone have any tricks that they have left should knocking it out fails?”


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

”Glad ye understand.” Torgald said. ”And if we head back we could raise the militia to help deal with the warg.” He continued, thinking as he talked.


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

”At the same time, we need more mushrooms. And it galls me to be treated as an intruder here.” Torgald said. ”We can complete our mission first, and then deal with the bats.” He offered. ”Besides, if the warg chases us then it isn’t like we can escape anyways. We would never outrun it.”


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

"We should negotiate." Torgald said, with obvious reluctance. "I doubt that we could outrun it, and some wargs can speak common. If we fight it, then it is most likely that some of us will die, and that is if we are victorious."


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

”Aye.” Torgald said as he Prestidigitated his book clean. ”Cant think of anything I’d rather do.”

Percep: 1d20 + 4 ⇒ (14) + 4 = 18


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

Hit Blue assuming yellow is down: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d8 + 4 ⇒ (3) + 4 = 7

With one wolf having fallen under the weight of accumulated grudges, Torglad lifted his bloody tome and moved towards the other one. He swung the heavy book, striking the wolf across the muzzle.


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

Torgald held his ground, book at the ready. Moving in would be suicide….

Continue readied attack


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

Sorry, life got busy and I had forgotten that it was time for me to go

Not wanting to crowd the narrow confines of the passage, Torgald held his ground, his book at the ready. "Come out, so we can fight the beasts together!" He called out.

Readied Action: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d8 + 4 ⇒ (7) + 4 = 11


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

Torglad retreated, rushing towards Felos. Torag taught the importance of a solid defense, and the advice was tactically sound.

double move


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

Torgald slipped the ring on. "This ring provides protection against fire. once per day. Likely used by novice priests of Torag to protect them from mishaps in the forge. I wonder what clan..." his voice trailed off as he caught himself. "...isn't important. We need to find more of the mushrooms." His voice was stern, because his mind was elsewhere. Why were these dwarves in cells? Was there a Droskarian heresy here? It was one of the few reasons he could think of. If it was the case, then the ruins might well be dangerous. He wrested with the question of whether to tell the others, but decided to keep his worry to himself. There was no hard evidence, and all it would serve to do would be to put everyone further on edge and to disparage the people who once lived in the Hold. So he silently hoped that his fears were unfounded.


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

Spellcraft: 1d20 + 6 ⇒ (18) + 6 = 24


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

"Ah, wait. Seven? Well, let's keep moving in."

Does he know what the ring does?


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

Torglad smiled. "I appreciate it." He said, with sincerity. Then, straitening his posture and looking out into the distance he said "Let's head back then."


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

Torgald looked pensive as he ran his fingers through his beard. ”I…admit. I came here just for this. I wanted to be here, to see this. To…” He sighed, heavily. ”These skeletons. They’re dead. And whether I stay here a day or a year they still will be. But the people in town are not. Let us return with what is needed for the cure. I can return later, along with any who would join me.” He finished, a serious look on his face.


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

”Aye lad. Don’t see any magic, but with any luck it could have historical significance…wait. Wait…” With a smile he returned to the group with a pair of mushrooms. ”Think this might be what we are here for. A boon given to us by the dead, may Magrim watch them.”


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

Detect magic

Torgald looked at the skeleton and the ring, trying to determine any further details. At length he said ”Cover me…” as he carefully removed the ring.


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

"Fook." Torgald said, as he looked down at the skeletons. "Who were ye?" he asked, as he looked through the cells for any evidence as to who these people were.

Perception: 1d20 + 4 ⇒ (13) + 4 = 17
K History Dwarves: 1d20 + 8 ⇒ (16) + 8 = 24


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

"Torag, give me strength!" Torgald yelled out as the undead abomination rose. Eyes burning with religious fervor, he raised his book of grudges...

Hit: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d8 + 4 ⇒ (8) + 4 = 12

Confirm: 1d20 + 6 ⇒ (12) + 6 = 18
Crit: 1d8 + 4 ⇒ (6) + 4 = 10

Total if 18 confirms v FF: 12 + 10 = 22

Hit if the undead is still standing: 1d20 - 2 ⇒ (18) - 2 = 16
Damage: 1d6 + 1 ⇒ (6) + 1 = 7


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

”Careful now. Anyone’s guess what we’ll find here.” Torgald said, an intense look in his eyes. Despite his injured state he took point in opening each door…


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

Perception: 1d20 + 4 ⇒ (19) + 4 = 23

"As I said, look up." Torgald said. "There, a swarm of bats. Most likely hostile should we intrude. Let us search elsewhere."


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

Stay as is. We’re on hard mode, and rebuilding wouldn’t do much. Let’s push on until we TPK.


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

”Aye. Come on lads! We can fall to our deaths later.”


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

Torgald shrugged. ”Dwarven craft will last. But this area was destroyed by some of the worst earthquakes since the Earthfall. It is anyone’s guess on how anything here is when it comes to safety.”


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

Perception: 1d20 + 4 ⇒ (10) + 4 = 14 +2 stone

Torgald opened the doors to the north and entered the building.


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

Torgald prestidigitated his book clean. ”Aye lad, catch yer breath. Hopefully a creature of this size would defend it’s lair against competition. But we need to be on our guard nonetheless. Both from more and from what it hunts.”


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

Hit: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d8 + 4 ⇒ (5) + 4 = 9

”Make way. There be plenty of grudges against these eight legged fookers.” Torgald said, as he strode forward and proceeded to pummel the spider with his enchanted book.


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

Torgald grew silent as he looked at the statue. The dwarf knelt down beside it reverently removed the worst of the vines. ”We’re on the right path.” He said quietly. Then, louder ”To the tower. Keep eyes sharp and watch the ceiling. Who knows what beasts have moved in?”

Mage armor up


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

4HP? Good enough. Let’s push on!


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

Well, that's why it works.

Like, right now Torgald has 2-4HP. That's...bad. He can be healed to full! That's good. But the spell is evil, and it feels evil. That's bad. So how desperate is he to get healed? Is he willing to risk dying?

For a spell that is (at this level) very powerful, it adds a risk/reward element to it.


Minor Form (1/1) Torgald Frostbeard Wounds (0) HP(16) AC (16/11/15 Saves (6/3/5) CMD (17/21) Initiative (+1)

If only one of our wizards had keep watch prepared.

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