Friendly Fighter

Turk*'s page

357 posts. Organized Play character for Skorn.


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Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Yep That worked. Thanks!

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Hmm. I can't download or print the sheet with Safari. I see it fine. will try Firefox.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Yes, thanks for running GM Sedoriku. One OOC question: Was Hagal dead?

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

I did not see the body Kalla, but his death was admitted to us. I do have this sword to give to you. I believe it belonged to Hagal.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Turk is a singer. Here is his day job perform check.

Perform (sing): 1d20 + 19 ⇒ (3) + 19 = 22

Perform (sing), shirt reroll: 1d20 + 19 + 3 ⇒ (19) + 19 + 3 = 41

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Turk updates these allies on their mission, and not knowing any reason to leave anything out, does not. He takes pride in the telling and makes it into somewhat of a ballad.

Perform: 1d20 + 19 ⇒ (14) + 19 = 33

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Turk is somewhat embarrassed that he froze in fear and asks What in the hells were those things? He happily offers his wand of Cure Light to help cure anyone wounded. Just roll for cures and I'll mark off charges.

In the room with the sphere Turk will cast Detect magic and study it.

Spellcraft: 1d20 + 5 ⇒ (7) + 5 = 12

If I could study it longer I think I can understand it better. I have lost track of days but if this is the same day he used his Bardic Lore ability tomorrow he can take 20 on the appropriate knowledge skill for a 29, or a 30 if he can get a guidance.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Turk shakes in his boots, unsure if he can go on.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

I guess I thought it was my turn again. If it was not please disregard

Will: 1d20 + 7 ⇒ (4) + 7 = 11

As the fear of the creatures seems to grip Turk he abruptly ends his song, though it lingers for 2 more rounds. saving finale

Will: 1d20 + 7 ⇒ (8) + 7 = 15

Still not enough I fear. At least he is out of the way, and his song will linger.

Rounds: 1d4 ⇒ 2

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |
Coins the Crocodile wrote:
I had forgotten to move Coins, I'll do that now, but I had rolled for Gro-Khal's spirits.

Roger that. Perhaps our kind GM will allow the crit threat too apply to Coins since it was rolled first.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Singing and Hasted, Turk charges Yellow ogrem power attacking and .

mwk cold iron lucerne hammer: 1d20 + 19 + 2 + 1 ⇒ (2) + 19 + 2 + 1 = 241d12 + 14 + 6 + 2 ⇒ (9) + 14 + 6 + 2 = 31

Spirits: 1d20 + 10 ⇒ (2) + 10 = 121d8 + 4 ⇒ (3) + 4 = 7

Buffs are Heroism, Good Hope, Rage, Haste, Arcane Strike, and Power Attack.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

The spirits whirl around Gro-Khal, attacking his foe.

Spirits: 1d20 + 10 ⇒ (20) + 10 = 301d8 + 4 ⇒ (6) + 4 = 10

Confirm: 1d20 + 10 ⇒ (6) + 10 = 161d8 + 4 ⇒ (6) + 4 = 10

Coins seems way too far back, but assuming he closes to within 15' of an enemy his spirits also attack.

Spirits: 1d20 + 10 ⇒ (1) + 10 = 111d8 + 4 ⇒ (1) + 4 = 5

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Spirits rise from Edwin and the Greater Spirit Totem power of the Song of Rage damaging all enemies adjacent to him.

Spirits: 1d8 ⇒ 3

At the same time spirits attack the creature directly.

Spirits: 1d20 + 10 ⇒ (5) + 10 = 151d8 + 4 ⇒ (1) + 4 = 5

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Knowledge Local: 1d20 + 9 ⇒ (5) + 9 = 14

Unsure what these new creatures are Turk chooses to keep his raging song up, move closer and haste the party. Please state if you accept the rage or not.

HASTE!

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

AOO on Purple: 1d20 + 18 ⇒ (2) + 18 = 201d12 + 12 + 2 ⇒ (6) + 12 + 2 = 20

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Turk has not bee taxed yet. Lets do it.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |
Shonne wrote:
Turk* wrote:
Unsure why you get a +20 in your roll Shyvara?

That's okay I'm still unsure of what Turk turned into when he used alter self. Was he the troll on the left? ;)

Would have tried dispel magic, but Turk mentioned 'powerful', and that usually means break enchantment.

Was not important as the shift was simply for the +2 bonus to strength, but I think you knew that. Turk is Aasimar so If he must choose he would choose human.My question about the +20 was to choose to assist or to roll diplomacy separately. Since I was not sure about the +20 in combat I chose to hedge our bets and roll diplomacy.

Turk begins a Raging Song, and holding his lucerne hammer advances.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

That is a handy thing :)

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Knowledge history: 1d20 + 9 ⇒ (18) + 9 = 27

Knowledge arcana, Loremaster, take 20: 20 + 9 = 29

Yes, Shyvara is likely right. I have heard rumors that the Runelords once developed a curse that would force giants into slavery. I recall that such curses forces their target to follow a specific command until it dies, and can only be removed with the most powerful of spells

Diplomacy: 1d20 + 19 ⇒ (12) + 19 = 31

Unsure why you get a +20 in your roll Shyvara?

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

As soon as he hears voices Turk will cast Heroism on himself in preparation for battle. He is good where he is.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Turk retrieves the long sword and adds it to the collections of weapons he carries. We can at least return this. He says with some satisfaction.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Hmm. I posted my attack but it did not go through... Oh well. Here it is again.

Dropping the great sword Turk draws his Lucern Hammer as he 5' steps up and swings with a power attacking vital strike. As he does he uses a swift action to activate Arcane Strike.

mwk cold iron lucerne hammer, Power Attack, Vital Strike, Arcane Strike: 1d20 + 16 - 2 ⇒ (16) + 16 - 2 = 302d12 + 9 + 6 + 2 ⇒ (1, 4) + 9 + 6 + 2 = 22

At the same time his ancestors attack.

Lesser Spirits negative energy damage: 1d20 + 1 ⇒ (1) + 1 = 21d8 + 4 ⇒ (8) + 4 = 12

Greater Spirits negative energy damage: 1d8 ⇒ 4

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Back and catching up. First, is the fling creature still in the fight? I don't see it on the map. Second, who has accepted Turk's rage? Stuff needs to happen if anyone did.

Stuff:

When Turk sings you will all have the choice of accepting rage from him or not, and can make that choice each round. Note that unconscious allies automatically accept the song.

If you accept you gain a +4 morale bonus to Strength and Constitution and a +3 morale bonus on Will saving throws, but also take a –1 penalty to AC. Note that while under the song's effects allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration, including spell casting.

Note that you are NOT fatigued at the end of this rage. And if you have your own rage ability you can either accept my rage or use your own rage benefits without using up your rage rounds. You are still not fatigued after the rage BUT you get my rage powers instead of your own.

Rage Powers

Lesser Spirit Totem: Your ancestors rise up to fight with you and attack one creature each round. You choose who they attack and they they can attack creatures up to 15' away from you. The are +10 to hit and do 1d8+4 negative energy damage. Obviously do not attack undead with them. They do not offer or benefit from a flank.

Spirit Totem: You gain a 20% miss chance against any attacks from foes that are not adjacent to you.

Greater Spirit Totem: While raging, the spirits that surround the barbarian become dangerous to any enemy adjacent to the barbarian. Living enemies adjacent to the barbarian at the start of her turn take 1d8 points of negative energy damage, no attack roll, no save.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Raising the great sword in a threatening manner he adds What have you done with the scout that carried that weapon. I intend to have him back, or at least have his body to carry back to his kin. And I'll not be leaving without him.

Intimidate: 1d20 + 17 ⇒ (17) + 17 = 34

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Sense Motive: 1d20 + 19 ⇒ (18) + 19 = 37

Turk looks disappointed and states If you are gonna lie to us I would expect a better effort than that.

Anyone object strongly if this negotiation breaks down into combat?

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

I too am going on a trip soon. And yes, I know I just got back from a trip. I am headed towards your general direction GM Sedoriku.

I leave for New York City tomorrow around noon and from there will leave for 11 days in China on Wednesday. I will be back late on Saturday April 7 and begin to catch up on the 8th.

I will have an iPad with me (better than posting from a phone) and should have internet most of the time but there are three days that are remote so I am almost sure I will not have internet all the time. I will do my best to post some but please both me instead of waiting for me. This is my last trip longer than a long weekend I have planned for the entire year.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Yes, Turk happily translates all Giant for the group.

The blade you play with there, where did you get it? It is of Averaka. I'd have it back along with the half orc that carried it.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Knowledge (local): 1d20 + 9 ⇒ (5) + 9 = 14

Knowledge (local): 1d20 + 9 ⇒ (14) + 9 = 23 Tell me about this troll's resistances.
Knowledge (Arcana): 1d20 + 9 ⇒ (2) + 9 = 11

Perception: 1d20 + 16 ⇒ (19) + 16 = 35

Nobility: 1d20 + 9 ⇒ (15) + 9 = 24 Success?

Perception: 1d20 + 16 ⇒ (18) + 16 = 34

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Turk will also use his racial Alter Self to gain some strength for his fight. I often forget about that.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Hearing some of the noises coming out of the building is enough for Turk. There is suffering in there. Lets move. He will cast Haste on the group before pulling his adamantine greatsword and moving forward a single hasted move.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Seeing that it seems to be the time to prepare for a fight Turk also casts some buff spells on himself.

Feather Step and Good Hope on everyone just before the group goes in.

Good Hope:

+2 morale bonus on saving throws, attacks, ability checks, and weapon damage rolls.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Examining the foreboding portal Turk asks What is the plan? We go in fighting?

From where we are can we see if there is another entrance? Might be worth scouting around the structure if its not build into the cliff or something. Also, can someone remind me what our actual goal is here? Sorry, been a while and being on the road sorta wipes my memory of such things.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Turk only uses a single round of performance thanks to Lingering performance. He happily translates Giant any chance he gets and will heal the tusked female himself to stabilize her wounds.

Cure Light: 1d8 + 1 ⇒ (8) + 1 = 9

In giant he states I have shown you mercy by saving your woman. Now you will answer our questions, yes?

Diplomacy: 1d20 + 19 ⇒ (3) + 19 = 22

And what I have done with the wand I can undo with the sword. He pulls his black greatsword and indicates the tusked female.

Intimidate: 1d20 + 17 ⇒ (2) + 17 = 19

Pretty low rolls. Oh well. I doubt it would matter but all the half orcs with us could also use the inspired rage of Turk's song.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

I am back and catching up. Wow. I have a lot of catching up to do. :) Thanks for botting.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

i am stilll traveling. Will be home late tonight and will start catching uP tomorrow.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

I’ll try to add that today.

I should be able to post some in the evenings. I am in Canada on a ski trip for those interested. So when not exhausted and when not obligated into social events with the ski club I am with evenings should have some free time. This is good as I have a second trip coming up in a few weeks that I am less sure about my availability. Going to China for 11 days. Part of that time I’ll be on a river boat and I doubt there will be WiFi.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Long Travel Day

Turk tries to improve the battle plan, explaining how higher ground in specific places can help neutralize the giant’s natural height advantage.

Nnowledge Geo: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30

Phase III

The skald talks with Bravok trying to smooth things over with him.

Diplomacy: 1d20 + 19 + 1 ⇒ (10) + 19 + 1 = 30

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

I am leaving for a 10 day trip tomorrow. My posting will be limited to shorter posts from an iPad and likely only in the evenings. Please bot me if I get behind. I travel home on the 17th and should be back to normal on the 18th.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Grr. I wrote up a post but previewed it and failed to submit it as I was late for a meeting. This is a shorter version of that.

Sense Motive: 1d20 + 19 ⇒ (12) + 19 = 31

Kalla, you know we are here to help you and your people. I can see that something besides the pathfinders being here troubles you. Tell us what that is.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Turk looks concerned for a moment but when the actual mission is described he relaxes somewhat and nods. Yes, we can do this for you. Good plan.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Before departing Turk takes his own advise and, using his influence with his faction, acquires a potion of Water Breathing. He laments that his current funds are too low to purchase a cloak of the Manta Ray.

On the voyage Turk is good company. He pitches in where he can and with the crew and spends time drinking and gambling with them In the evenings he sings of his northern homeland and plays a small drum, both with some skill. And he keeps producing bottles of mead from somewhere.

As the group walks from the ship to the war council he responds to the singing around him with a clear loud voice that bolsters everyone's walk, making it seems like a light stroll and expending less energy that it might otherwise require Song of Marching

Perform Sing: 1d20 + 19 ⇒ (2) + 19 = 21

At the War Council he introduce his group.

We are of course the Pathfinders you are expecting. I am Turk and these are my companions. He introduces each in turn. I understood that you were expecting us and were briefed on our mission, no?

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

So, rage powers: When Turk sings you will all have the choice of accepting rage from him or not, and can make that choice each round. Note that unconscious allies automatically accept the song.

If you accept you gain a +4 morale bonus to Strength and Constitution and a +3 morale bonus on Will saving throws, but also take a –1 penalty to AC. Note that while under the song's effects allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration, including spell casting.

Note that you are NOT fatigued at the end of this rage. And if you have your own rage ability you can either accept my rage or use your own rage benefits without using up your rage rounds. You are still not fatigued after the rage BUT you get my rage powers instead of your own.

Rage Powers

Lesser Spirit Totem: Your ancestors rise up to fight with you and attack one creature each round. You choose who they attack and they they can attack creatures up to 15' away from you. The are +10 to hit and do 1d8+4 negative energy damage. Obviously do not attack undead with them. They do not offer or benefit from a flank.

Spirit Totem: You gain a 20% miss chance against any attacks from foes that are not adjacent to you.

Greater Spirit Totem: While raging, the spirits that surround the barbarian become dangerous to any enemy adjacent to the barbarian. Living enemies adjacent to the barbarian at the start of her turn take 1d8 points of negative energy damage.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Just FYI - that take 20 for a knowledge check was his once a day bard/skald power. I did not want people to think I had either done something wrong or that Turk was able to take 20 any time he wants. I figured it was a good time to use it since we are likely going on a boat f for a few days.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

The skald will take 20 for a 29 in History and recount I recall a song about the region known as the Ironbound Archipelago. It was once known as Edasseril, one of the seven states that formed ancient Thassilon. The so-called Kingdom of Envy was rich in minerals and herds of various animals, and it was known to skirmish frequently and bloodily with its elven neighbors. According to the ballad the most infamous of Edasseril’s rulers was Belimarius, runelord of envy. She was a master of abjuration, though if her arcane wards protected her during Earthfall, nobody witnessed her return. The records suggest that Edasseril was once a peninsula, not an archipelago. A common theory suggests that large portions of Edasseril sank into the sea following Earthfall. It is likely these same seismic movements may have buried the most impressive ruins, many of which doubtlessly remain hidden.

He opens the bottle of mead and pours a large splash into each cup. To the mission. he toasts. As glasses are clattered to the table he wonders out loud. With many ruins under the waves perhaps we should be prepared to venture under water ourselves. Best to lay up what supplies would be needed here that to try to do so there. And since we go by ship the ability to breath water would be welcome anyway.

If nothing else, a option of water breathing is 2 PA and can be shared with the group.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Catching up on life. Busy weekend. Will post in the game thread soon. Sorry for my absence.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

I'll be at a small con Friday-Sunday and will have little time to post. Please bot me if needed.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

Indeed I am Venture-Captain. A pleasure to meet you. Turk offers a hand.

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

So Edwin, you are playing the iconic Paladin?

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

A smiling and good natured man comes into the room carrying a small bottle in one hand and an entire handful of even smaller glasses in another. Turk. The large northern man of obvious Skald decent indicates himself. He is wearing a very nice breastplate and has a hardly used shield over one shoulder. An adamantine great sword is slung over his other shoulder and he is nearly as well muscled as the Nagaji. Greetigns all. I brought refreshments. he says as he clatters the glasses to the table and begins to right and fill each with an amber liquid. Mead. he explains in a non-pushy way, but seems confident that most will want to try his treat.

Seeing the Nagaji his smile broadens and he chooses a chair by the large "man". By the gods you are a big one. he continues. And I predict that you are gonna really like me. Oh the deeds we shall do... I shall write a song about it!

Grand Lodge

M Aasimar (Angelkin) Skald 9: HP 67/67, CG, AC=21, T=13 , FF=18 | CMD=25, CMB=+13 | F=12 , R=10 , W=9(+4 Sound) | Init +3 | Perc= +18 |

This is my Skald.

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