Warforged

Yewleaf Soft Step's page

114 posts. Alias of Alaric the Barbarian.


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"Freezing it may be a good idea, and I agree we need to take them out now." Yewleaf prepares himself, he crouches down and finds a place to hide.

Stealth: 1d20 + 14 ⇒ (13) + 14 = 27


Yikes that was tough, thank you for bottling me, had some Irl things to take care of and really didn't feel like posting. I apologize for that.


Yewleaf quickly lays into the troglodyte directly in front of him, slashing with his Kukri's.
Kukri 1: 1d20 + 8 ⇒ (13) + 8 = 21
Kukri 2: 1d20 + 8 ⇒ (4) + 8 = 12
Damage Kukri 1: 1d4 + 4 + 2d6 ⇒ (2) + 4 + (6, 1) = 13


Yewleaf moves within range of one of the monsters weapons drawn ready to slice and dice.


That plan sounds good to me, I will join the stealthy group. I also don't have to roll Fortitude saves as a construct.

Stealth: 1d20 + 14 ⇒ (8) + 14 = 22


Yewleaf wipes his bloodied blades on a cloth and slides them into their sheathes. He looks up to the rest of the party, "So it seems like our nice Centaur friend decided that this deal was worth taking, this is useful information, I wonder who these Children of the Stone are." He searches through the rest of his goods and pull out the map, "Ah, perhaps this is the caves we are searching for, so what next." He scans it to gain a sense of where to go.


Who wants the amulet, is the liquid a potion? If so Perception to Identify: 1d20 + 8 ⇒ (7) + 8 = 15


Kukri Attack: 1d20 + 8 ⇒ (15) + 8 = 23
Kukri Attack 2: 1d20 + 8 ⇒ (20) + 8 = 28
Kukri Attack 2 Confirmation: 1d20 + 8 ⇒ (2) + 8 = 10
Damage Kukri 1: 1d3 + 4 + 2d6 ⇒ (1) + 4 + (5, 1) = 11
Damage Kukri 1: 1d3 + 4 + 2d6 ⇒ (1) + 4 + (6, 1) = 12

Yewleaf slices and dices the Centaurs flank hoping to put him down.


Am I flanking, I did say I move around him.


Draconic Response to Message:
"The apples the centaur is offering are almost certainly poisoned, he clearly means us harm but I do not know why."


In Goblin
"No those apples are likely poisoned Kwiazy, this centaur is not what he seems to be, don't eat any of them." Yewleaf turns and bows, In Common "Sorry, his grasp of this language is poor, he didn't understand what I said so I had to clarify."

Bluff: 1d20 + 7 ⇒ (20) + 7 = 27


Hey so sorry for my absence, I was on vacation and let the time away get to my head. I will be back into it.


Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Yewleaf slowly begins to edge towards the back of the centaur talking as he moves slowly. "We just ate friend, I apologize but we must decline your offer even though those apples look delicious. "
Ready an action to attack at a sign of aggression


Yewleaf should be good to go


So is hat of disguise a legal item for this upgrade.


"Xakroo, let me help you with that." Yewleaf follows Xakroo aiding him in his search of the rations.
Aid Perception DC: 10: 1d20 + 7 ⇒ (16) + 7 = 23


Do we up our gold value, and do we include the item given to us by the villagers


HP Roll: 1d8 ⇒ 6


Woohoo Dex to Damage here we come,


Diplomay: 1d20 + 7 ⇒ (15) + 7 = 22
"Calm down, every second we spend wasting time here the legion advances on us. Please, you have trusted us this far to lead you to safety, trust us when we tell you this man will help keep you safe." Yewleaf raises his voice trying to carry it to all of the mob.


Yewleaf listens to the reasons presented by the group and agrees, he sheathes his blade and rummages through his pack pulling out a fine cord. He steps forward and offers it to Xakroo, "Here, this cord should be strong enough to hold him," he says as he holds the silk rope out in front of him.


Are we allowed to chase him or anything?


AOO: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d3 + 1 ⇒ (3) + 1 = 4
Yewleaf also attempts to stop the man hoping to slow him down.


"Agreed, the truth now, or you will not like the outcomes, this is your last chance." Yewleaf stares daggers at the man.


Well that failed badly so I am going to just say it.

Yewleaf sighs as he listens to Evans story, "I hate to do this but I must, it is clear you are lying, you are acting odd and nervous in a time you shouldn't be. You are clearly scared but there is something you aren't telling us or that you are lying about. Tell us the truth and we will give you protection, don't and I will personally drag you back to the hobgoblins and let them do what they wish with you. Yewleaf's face is a hardened mask as his voice takes a harsh, sharp tone.

Bluff on the Threat: 1d20 + 6 ⇒ (15) + 6 = 21


Bluff Secret Message: 1d20 + 6 ⇒ (1) + 6 = 7
Sense Motive: 1d20 + 7 ⇒ (12) + 7 = 19


Yewleaf returns quickly to the man to hear the rest of his story.


I was not worried about confirming it, I just wanted to make sure we didn't screw up haha.
Yewleaf leaves his companions to talk to the man and seeks out Jet, You were the innkeeper correct, do you remember that man staying in the inn before the assault. I want to make sure his story checks out, who knows what a man would be willing to do to escape those monsters."


How did we not see him, we were in the taproot and searched the entire inn before leaving?


Diplomacy: 1d20 + 7 ⇒ (19) + 7 = 26
"Please halt your screaming, you are safe now with us."


"We can discuss this latter, lead us to him." Yewleaf states with authority.


"Everywhere we travel we will have to bring these villagers as well as protect them, if we journey to the Ranger station we will have to protect them the entire way there as well as move slowly, we then will have to go to the caves. Why not establish a safe location in the caves first so we can travel unburdened." Yewleaf stops sharpening his blade and sheathes it as he talks.


We have far too many people to fit in a cabin, we need more space. Yewleaf remarks.


Yewleaf ponders whats being said and then speaks, "Allies may be good, but I feel like the cave might offer a better location to make camp for now. We need to get these people into an easily defensible position that is sheltered from the weather. The Cave complex if explored and made safe could shelter us and the villagers for a while." Yewleaf sharpens his kukri as everyone is talking.


Yewleaf grunts in agreement, Jarvak is right, studying the area is a definite priority, we may be able to find a better place to hole up. Yewleaf thanks whoever handed him the wand. He spends his early days sparring with Kwiazy, practicing stroke after stroke so he can be prepared for the future battles ahead of him.


Yewleaf rummages through the objects from the town and pulls out a set of armor made from leaves, he slips into it and chuckles, "I look like a walking tree with this on," he remarks. He continues his search and pulls out a small set of finely crafted tools. Masterwork Thieves


My character is ready I think unless I am missing something.


Hey GM, can I get Leaf armor for the same price as MWK studded leather just for the flavor. It's and Inner Sea item and it has the exact same statistics as MWK studded leather but contains no metal, I just want the flavor of it being made out of leaves?


I am still deciding on items, I have like 400gp and no Idea what to get.


HP: 1d8 ⇒ 1

Oh Thanks Dice Roller, tis precisely what I wanted. I am sorry I missed all the action, my day has been crazy. I will get to work on Yewleaf in a bit.


AOO: 1d20 + 5 ⇒ (7) + 5 = 12

Yewleaf toys to stop one of the hobgoblins but ends up missing as his blade sails uselessly through the air.


AOO: 1d20 + 5 ⇒ (20) + 5 = 25
Confirm: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d4 + 1 + 1d4 + 1 ⇒ (4) + 1 + (4) + 1 = 10

As the wolf sprints away Yewleaf uses its momentum against it, as he strikes the wolf proceeds to run along the blade creating a large wound. Yewleaf swiftly swings his blade to the side as blood slicks off it then raises it to his eye. He admires it testing it's edge, "Sharp." He glides quickly to the entrance of the shed but stops short.

Wow, complete turn around of luck, and 20 and a 18 as well as max damage. I will double move to the entrance of the shed.


Waiting for Kwiazy for the flank, after she moves into position,
Yewleaf slashes at the wolf again but again mistimes his strike
Attack Roll Flanking?: 1d20 + 7 ⇒ (4) + 7 = 11
Attack Roll: 1d4 + 1 + 1d6 ⇒ (1) + 1 + (2) = 4


Yewleaf moves to the wolf and attempts to slice it open, but he stumbles on an uneven piece of stone missing the wolf.

Attack Roll: 1d20 + 5 ⇒ (4) + 5 = 9


Ready


Yewleaf rummages through the weapons and sees an odd looking knife in the back. Reaching inside he pulls a fine looking weapon identical to the one he currently wields in shape but far surpassing it in quality. "Very nice, I will find great use for this," he remarks as he sheaths his new blade.


I really hate to ask it but do you have a basket, Love that musical.

"Please, we mean you no harm, if we wanted you dead we never would have put out that fire." he turns to Aubrey pleading for him to speak.
Aid Another Diplomacy: 1d20 + 6 ⇒ (8) + 6 = 14


You can do both if you want just make sure to keep note on the loot list so other party members now what is and isn't available.


I think I have updated, I really need people to look at it and claim items when they want them


Yewleaf slices at the Hobgoblin closest to him, he puts all his strength in the blow hoping to cut deep.
Attack Roll: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Gender

Bolt Ace Init +6; Senses Perception +7, AC 18, touch 15, flat-footed 14 Fort +4, Ref +6, Will +2, hp 13/13, Hero Point 1/1

Alignment

LN

Strength 10
Dexterity 18
Constitution 14
Intelligence 13
Wisdom 14
Charisma 8

About Not 2 B

Init +6; Senses Perception +7
- - - - -
DEFENSE
- - - - -
AC 18, touch 15, flat-footed 14
hp 13
Fort +4, Ref +6, Will +2
- - - - -
OFFENSE
- - - - -
Speed 30 ft.

Melee

Ranged

Combat Options
- - - - -
STATISTICS
- - - - -
Base Attack Bonus +1; CMB +0; CMD 14

Race
Size small

Construction Metabolism: Warforged have the following alterations to a normal humanoid's natural processes

Warforged do not need to eat, breathe or sleep, but do need to rest for 8 hours to regain spells or similar abilities.
Warforged do not heal hit points or attribute damage naturally, but can be repaired with use of the Craft skill or with effects that repair constructs. Repairs made with the Craft skill take 8 hours and a warforged repair kit. The amount of hit point damage repaired per check is the result of the Craft check -15. Repairing a point of attribute damage requires 8 hours and a Craft check, DC 25. Repairing both hit point damage and one point of ability damage can done during the same 8 hour period, but still requires two different checks. Appropriate Craft skills include armorsmithing, blacksmithing, gemcutting and sculpting. A conscious warforged can repair itself.
All applications of the Heal skill while used on a warforged are replaced with an appropriate Craft skill.
Spells from the conjuration (healing) subschool or supernatural abilities that duplicate them are only half as effective, rounded down.
Warforged are not capable of procreation, having to rely on a Lifeforge to create new warforged.
Warforged do not change size or appearance naturally over time.
Construct Mind: Warforged get a +2 racial bonus to resist mind-affecting and stunning effects and are immune to paralysis and sleep effects.
Construct Resistance: Warforged get a +2 racial bonus to resist disease, death effects, energy drain, exhaustion, fatigue, nausea, poison and sicken effects as well as stabilization checks and checks to remove negative levels.
Natural Plating: Warforged have a metal plating that provides them with a +2 natural armor bonus to AC. Warforged can still wear normal armor as can other races, however this plating also counts as metal for the purposes of a druid's armor limitation. Warforged can be targeted by spells, powers and effects that affect objects made from metal, stone and wood.
Slam: Warforged have a single slam attack: Medium (1d4) or Small (1d3). This follows the normal rules for natural attacks.

Class
Grit 2
Deeds

Feats
Rapid reload (heavy)

Skills
Climb 1 rank
Craft (metalworking) 1 rank
Intimidate 1 rank
Knowledge (engineering) 1 rank
Knowledge (local) 1 rank
Perception 1 rank
Stealth 1 rank

Traits
Reactionary, highlander

Languages
Common, goblin

Equipment
Weapons
Masterwork Heavy Crossbow
Bolts 20
Armor
Quilted Cloth
Armor Bonus +1; Max Dex Bonus +8; Armor Check Penalty 0
This enhanced form of padded armor has internal layers specifically designed to trap arrows, bolts, darts, shuriken, thrown daggers, and other small ranged piercing weapons. When these kinds of weapons strike you, they tend to become snagged in these layers and fail to harm you. Wearing quilted cloth armor gives you DR 3/— against attacks of this kind. The special layers of the armor have no effect on other kinds of weapons.

Other Gear
Hemp Rope 100'
Masterwork Backpack
Identification Papers
Warforged Repair Kit
10 Tindertwig
2 Sunrod

Wealth
97gp