Halfling

Zababa's page

169 posts. Alias of Macharius.


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HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

With the way the game has been limping since Day 0, it might be better to just call it rather than keep sinking effort into it that would likely be better spent on something else.


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

Round 1

Zababa hugs the wall, hoping for Torric or some of the bigger and more heavily-armored people to engage the creatures head-on (sort-of like Tyros) and create an opportunity for him to strike.

Action: Delay til after Torric


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

Initiative: 1d20 + 3 ⇒ (18) + 3 = 21


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

"Oh, of course, Tyros," replied Zababa, who stepped around him to inspect the wire.

Perception (Traps): 1d20 + 12 ⇒ (4) + 12 = 16
Disable Device: 1d20 + 9 ⇒ (13) + 9 = 22


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

Zababa will follow closely behind Torric or Tyros; just not in front is all!


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

Zababa will try the key on the door.


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

Noted!

"Ah-ha!" Zababa practically shouted, holding up the key.


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

"Oh, my-my-my, there's a needle hidden on the latch: it's probably poisoned! Good thing, I'm being careful," he says, digging into his belt pouch for this tools.

Disable Device (Chest Trap): 1d20 + 9 ⇒ (6) + 9 = 15
Disable Device (Chest Lock): 1d20 + 9 ⇒ (1) + 9 = 10

What happens with a 1 on DD?

Later on, he'll make his way over to the locked door and open it as well

Disable Device (Door Lock): 1d20 + 9 ⇒ (16) + 9 = 25

EDIT: OK, edited post for no Take 20 on DD. My bad!


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

"Oh, my, yes!" said Zababa, scurrying over to check out the chest.

Looking it over carefully,

Perception (Traps, Take 20): 20 + 12 = 32


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

Round 1

Zababa looks at his dagger, then at the skeleton, then back at his dagger - and his shoulders slump to realize he likely wouldn't be able to harm the thing at all with his small weapon. Sheathing it, his hand passed over his club which he'd been tripping over for the past two days... maybe he'd have better luck breaking some of the bones with it than in trying to stab its nonexistent tissues.

Scuttling around the edge of the room, he took up a place to make his attempt when the monster's attention was elsewhere.

Double-move to (G,31), drawing my club on the way since have +1 BAB now


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

With the oversized bug-thing down, Zababa resumes his sketching of the ruins. Following the others through the gate into the mountain proper, he 'oohs' and 'aahs' at the thought of being inside the Castle proper.

When he hears a sudden clattering noise, he looks up to see a skeleton coming together and roaring soundlessly.

Initiative: 1d20 + 3 ⇒ (15) + 3 = 18


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

Zababa attacks again, even as Torric is coated in slimey acid.

Attack (Dagger, Flank): 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
Damage: 1d3 + 1d6 ⇒ (3) + (3) = 6


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

Zababa moves behind the creature when it burst out of the ground and attacked Tyros, seeking to take advantage of it's focus on Tyros.

Attack (Dagger, Flank): 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Damage (Sneak Attack): 1d3 + 1d6 ⇒ (1) + (3) = 4


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

Scroll down to rows 50-60.

With the centipede in front of him no longer a problem, Zababa edges around the "nest" to try for another of the live ones...

Attack (Dagger): 1d20 + 5 ⇒ (1) + 5 = 6

... missing completely.


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

Round 1

Zababa reacts to the eruption of centipedes in front of him with surprising speed, drawing his dagger and stabbing at one before it could get a chance to bite him.

Move Action: draw weapon, Standard Action: attack (M,50)

Attack (Dagger, Unprepared Combatant): 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d3 + 1d6 ⇒ (3) + (1) = 4

Status:
HP 16/16
AC 16
In Hands: Right - Dagger
Conditions: none


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)
Tyros wrote:
Psst! Hey Zababa! We're about to be attacked (see the end of BT's last post) - You need to roll Initiative.

D'oh! Dunno how I missed that....

Initiative: 1d20 + 3 ⇒ (2) + 3 = 5


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

As the group slowly picked their way through the courtyard, Zababa alternated between drawing sketches of the magnificent ruins and oogling whatever treasures were turned up.

Satisfied the courtyard was about as thoroughly picked over as could be expected, he eyed the buildings still standing. "Can we go check those out, now?"


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

Zababa inspects Torric's find, turning each item over and around in the light of the sun.

Appraise (symbol): 1d20 + 8 ⇒ (9) + 8 = 17
Appraise (ring): 1d20 + 8 ⇒ (13) + 8 = 21

"Wow, Torric! Those are terrific finds!"


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

"Yes, the courtyard!"


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

I'm ready.


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)
Zababa wrote:
Total wealth each: 163 gp, 9 sp

Add 231gp and 5sp for selling the +1 Longsword.

Zababa confers with Byrny's blacksmith and leatherworker to acquire an exquisite set of armor. Purchase masterwork studded leather, 175gp cost


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

In selling the +1 Longsword (since no one who can use it wants to) and buying a wand of CLW, we each get 370gp 4sp assuming an equal 5-way split. Melima hasn't posted in a month, so if she's gone that goes up to an even 463gp.


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

"My tabulations are complete; while keeping the magical sword, fine armor for Tyros and regular armor for Torric, potions, and a horse for each of us, we each get one hundred sixty three gold, and nine silver after acquiring a healing wand and bartering with the town's merchants for the remaining portion of our claim. We're rich!"

Total wealth each: 163 gp, 9 sp


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

Why would you buy a [normal type] chain shirt when we have 6 as part of the treasure haul?


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

It seems tremendously wasteful to sell our first magic weapon to buy Mwk armor, especially since our characters should be ooh-ing and ahh-ing at such a haul and you two should be arguing over who gets the sword.

If we keep the +1 Longsword, Mwk Chainshirt, and potions/oil, we'll each get 267gp and 5sp assuming Tam gets an equal 5-way split: (just barely) enough gold to buy a Mwk Chainshirt for 250gp.


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

Here is the loot list. Edit privileges are enabled: please "take" what you want, and we can cash in after everyone's gone through it after a few days.

I'm assuming Tyros will want the +1 longsword, and Torric the MWK Chainshirt, but left those items in there just in case.


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

HP roll: 1d8 + 2 ⇒ (4) + 2 = 6


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

Fast Track; Castle Whiterock was written for D&D 3.5


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

Reclining in an over-stuffed easy chair near the fireplace with pipe and ale at the hand, Zababa pens the first entry into his Exploration Journal of Castle Whiterock

Castle Whiterock Exporation Journal - Entry 1 wrote:

I had come to Byrny hoping to learn more of Castle Whiterock, but my first visit there offered no opportunity to learn about the Castle itself. We arrived near the Castle in a loaned coach, only to discover the grounds had been taken over by slavers! My companions fought bravely to subdue them, not one of them going without taking a wound as they pressed forward to overcome ambush after ambush before at last storming their redoubt to take the day.

The grounds secured at last, our wounds necessitated a temporary withdrawal to Byrny, and not least to dispose of those slavers that had been captured instead of killed in the fighting. We were able to secure the slavers' wagon, and with great irony placed our prisoners in the very manacles they'd used on so many others. In returning to Byrny, however, we were set upon by the slavers' compatriots in the disguise of the town guard! These, to, were driven off before returning to the Slumbering Drake to a hero's reward."


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

"Yes, let's, Tyros! I've got to update my journal, after all!"


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

"Hi, Tam! Thanks for the help, we were really in a pickle there. Mmm, pickles. Do you like pickles, to?" thanked, and ever more completely digressed, Zababa.


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

Zababa, seeing the guard-impersonators turn tail and run, picks up his dropped sling and takes one last shot at the nearest of them. Probably the one who'd tried to mount the wagon and attack me in melee

Sling: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d3 ⇒ 3

"Take that, you big bullies!"


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

Torric should go now as well, if I remember the order correctly.

Round 3

Zababa drops his sling, draws his dagger, and tries to stab at the last guard to get him to back away.

Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d3 ⇒ 1

"Bad town guard, bad!"


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

Melima still needs her turn in Round 1

Round 2

Zababa brings out another bullet, and winds up on the Guard Captain again - unfortunately without the advantage of surprise.

Attack (Sling): 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d3 ⇒ 2


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

Round 1

"What's going on here? You're not really in the town guard, are you?" Zababa exclaims in an accusative tone. Standing up, the otherwise genial Halfling draws his sling to pelt the Guard Captain with a bullet.

Attack (Sling, Sneak Attack against Flat-Footed): 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d3 + 1d6 ⇒ (1) + (3) = 4


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

Zababa is riding in the wagon.

Initiative: 1d20 + 3 ⇒ (8) + 3 = 11


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)
Black Tom wrote:
The guard captain answers: "Actually, we can take it from here. Well done, guys. Have you been able to rescue any of their victims?"

"But, we're going into town anyways and they're all chained up to the wagon we are taking into town, and you must have something you were doing out here besides waiting for us..." wondered Zababa.

Sense Motive: 1d20 ⇒ 2

"But, if you insist, we'll let your ride with us back to the sheriff!" he says, happy to help the town guard.


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

Perception: 1d20 + 6 ⇒ (7) + 6 = 13

"Hi, there!" greets Zababa. "We've got some slavers to turn over to you fellows. Where's the gaol in Byrny we should take them to?"


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

My opinion isn't so much "no more party members" as it is the simple expediency of not delaying things while you recruit replacements.


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

Crap, I missed that DD wasn't a Class skill. :\ That's why I like Traits: with a few notable exceptions, I can get almost any skill as Class! I'd probably change the level 1 feat to be Skill Focus instead of Weapon Finesse... but then I'd be absolutely useless in combat.

Maybe a cleric, instead? With a good Int score, I could still have decent skills.


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)
Zababa wrote:
I could switch to a Bard with the Archaeologist archtype without significantly affecting how I play my character. At level 2 they can Disable Device on magical traps like rogues, and CLW is on the Bard list as well as UMD being a class skill.

Archaeologist:

Unnamed Hero
Male Halfling Bard (Archaeologist) 1
NG Small Humanoid (halfling)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 8 (1d8)
Fort +1, Ref +6, Will +3; +2 vs. fear
--------------------
Offense
--------------------
Speed 15 ft.
Melee Club +0 (1d4-1/x2) and
. . Dagger +4 (1d3-1/19-20/x2)
Ranged Sling +4 (1d3-1/x2)
Bard (Archaeologist) Spells Known (CL 1):
1 (2/day) Grease (DC 14), Cure Light Wounds
0 (at will) Ghost Sound (DC 13), Detect Magic, Dancing Lights, Prestidigitation (DC 13)
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 10, Int 14, Wis 10, Cha 16
Base Atk +0; CMB -2; CMD 11
Feats Weapon Finesse
Skills Acrobatics +6 (-2 jump), Appraise +6, Climb -2, Disable Device +1, Escape Artist +4, Fly +2, Knowledge (history) +7, Perception +6, Profession (Book Maker) +4, Ride +0, Stealth +8, Swim -4, Use Magic Device +7
Languages Common, Dwarven, Elven, Halfling
SQ archaeologist's luck +1 (7 rounds/day), bardic knowledge, fearless
Other Gear Leather armor, Club, Dagger, Sling, Sling bullets (20), Backpack, masterwork (empty), Bedroll, Belt pouch (empty), Blanket, Flint and steel, Thieves' tools, Torch (3), Trail rations (3), Waterskin, 7 GP, 6 SP, 7 CP
--------------------
TRACKED RESOURCES
--------------------
Archaeologist's Luck +1 (7 rounds/day) (Ex) - 0/7
Club - 0/1
Dagger - 0/1
Sling bullets - 0/20
Torch - 0/3
Trail rations - 0/3
--------------------
Special Abilities
--------------------
Archaeologist's Luck +1 (7 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Fearless +2 racial bonus vs Fear saves.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

"I thought I looked through their tents, Tyros, and didn't find anything," said Zababa, increasingly disappointed that their wounds would prevent them from further exploring the ruins.


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

I could switch to a Bard with the Archaeologist archtype without significantly affecting how I play my character. At level 2 they can Disable Device on magical traps like rogues, and CLW is on the Bard list as well as UMD being a class skill.


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

We should try to stabilize the unconscious slavers to turn them in when we get back to town. We can just use Heal checks (and maybe Aid Another to make the DC), and load them into their own wagon and take that back to town.


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

"Brilliant idea, Tyros! Serves the slavers right, to be locked up in their own slaving paraphernalia," said Zababa with definiteness.

"Shouldn't we explore more of these ruins to make sure there aren't any more hiding about, though?"


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

Zababa will double-move to (AA,54)

Status
HP 5/10


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

Alright, since he's still there...

Zababa drops his sling and draws his dagger before moving to (V,54). Since I'm BAB +0, I don't get the free Draw Weapon as part of a Move Action, but instead have to spend a Move to Draw.


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

Round 4

Zababa "oohs" and "ahhs" at Torric and Tyros' martial prowess, momentarily forgetting he was involved with the combat.

Not sure what to do since I'm too far away from the monks in column AA and I'm guessing Torric took down (V,53).


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)

Zababa will double-move to (S,53) to help Tyros.


HP 16/16 | Init +3; Per +7, Traps +5 | AC 16, touch 14, flat-footed 13 | Fort +3, Ref +7, Will +1 (+2 vs Fear)
Black Tom wrote:
Ah, that is the monk that yielded. He's dropped his weapon and limped out of the way. The new monk is the one in X54.

Oh, okay. Will move to (S,49) then instead).

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