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  1. Rand Wargbane Randonian Human, Hunter of Monsters AC: 13| HP: 6/12 | Maneuver DC: 13 | Passive Perception/Insight: 12/+2 Northman chuckles and gives his parting barb "I said "see", not "hear", especially from reliable ol' you after like two hours, thanks for noticing that someone was actually fighting instead of yelling for their life though." He gives another light chuckle before turning to the other two. There is visible confusion on his face at Malekith's request but it's obvious he's not too fazed just surprised, probably that a guy would ask for consent. In his warband people, slapped, punched, touched, poked, prodded, etc. others without asking all the time. You asked for consent only if you were about to touch someone's stuff, or wanted to...be intimate with each other. He remembers these are not his people and manages to stifle a shrug, but just says "Sure." and even leans a bit forward. To Syn's comment, he grows unusually serious, Blood Debt was nearly sacred, a step short of the oath. "Life unrepaid is not worth living, and when you die you would be doomed to walk the Ashen Wastes forever not being able to recognize or see faces of those around you. Such debts are best repaid promptly, letting them linger just leaves a stain behind you wherever you walk." He pauses glancing at Xho's tent "As for Sparkles, I'm not her keeper and have no right to choose where and when she moves. Have I overreacted, yes, but mostly because of her attitude. I wasn't angry she left but because of what she left, including the rest. Who leaves camp protected by two sleeping people and two wounded?" He pauses again like not knowing how to properly explain "I left home young and became a warrior, soldiering is the only thing I know how to do. Randonian raiding camp is chaos, but still, there were certain rules. Not many of them, but ironclad. One of them is that at least a third of healthy people are prepared and waiting for the attack. Because we were trespassing all the time, the attack could've come at all times. If you don't have the force to repel the first wave for others to gather you are dead. I know this is not Randonian camp and the same rules don't apply. But I can't rip part of me forged before I could grow a beard out in a few hours..." He makes another pause seeming a bit more introspective this time "I guess this is a transition time for everyone, not just me, huh?" and like a ghost summoned when you mention it too many times Astral Elf was suddenly there. He was not surprised she switched who was first and second watch, by now he'd likely be more surprised if she got it right, but the look on his face when she pushed the trinket in his hand was worthy of a picture. He looks at the object then at leaving Elf grumbling under his breath."Gale mennesker rundt omkring.Crazy people, all around."
  2. I'm not sure, if I should go back to IC, I thought Syn and Seren killed a guy in tandem I remember her using her mind daggers and Syn using whatever that move was and one fuy down there died. But even during the fight, I had to scroll to get to those parts of the Battlefield. So if we include dark and the fact he was fighting for his own but goes mostly on what he heard. To simplify he only heard her shouting "Stick the big guy" , pleading for her life and yelling at guards. He actually saw nothing. As for the guarding, I wouldn't complicate it and use just one guy at a time mostly because it was already night for a while, Rand managed to get some sleep before he was caught, true since he was on the road he likely went to sleep as soon as it got too dark to see adequately. But still, with everything that happened, it's been a while. I don't know the day/night cycle here in this time of year but I'd say we have 4-6 hours before dawn. So I thought to knock out the guard in two shifts, 2 hours each or 3 hours each. No point in everyone waking up and rotating. Although I guess should in the end decide how long the night is and Percepttion rules. Also, as I woke up like 30 min ago I'm sorry if I skipped someone. By the way, posting might be hectic since we all live in like 3-4 time zones and have free time at different times. I noticed most of us are active at once around my zones midnight and really early in the morning, other posts accumulate during day/night
  3. Gwain| AC 14 | Ini: 4 | BAB +2 | Hit Points: 30/30 | Size: Medium | Speed: 30 ft | Touch: +14| FF: +10 Fort: +5 | Ref: +5 | Will: +5 | PP: 7/7 Druid chuckles while taking his ale and throwing a piece of meat to the wolf "Well, resurrection mechanism getting glitched the second I bite the dirt would kinda be per the course as the luck go lately. I'm glad it's resolved" he raises the tankard to Cuffwell when he noticed Jessica "Weren't you here before I left and got killed, have jobs dried up or you just enjoy tavern that much?" Fang Wolf Name: Fang Medium Animal Hit Dice: 4d8+4 (36/36 hp) (I went with the same max health rule as for PC) Initiative: +3 Speed: 50 ft. (10 squares) Armor Class: (21) 17 (+2 Dex, +4 natural), touch 13, flat-footed 12 Base Attack/Grapple: +2/+2 Attack: Bite +4 melee (1d6+2) Full Attack: Bite +4 melee (1d6+2) Space/Reach: 5 ft./5 ft. Special Attacks: Trip Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +5, Will +1 Abilities: Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6 Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1* Feats: Track, Weapon Focus (bite), Evasion (bonus), Improved Natural Armor (lvl 1), Dirty Fighting (lvl 3) Level: 3 Special: Link, Share Spells, Evasion Tricks: Fighting Package (Attack, Down and Stay) Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by scent. Tools of the Trade Weapon: Longbow+1: 1d20+6, 1d8/1d8+5 (if target within 30 ft), x3) Scimitar: 1d20+1, 1d8-1, (18–20/Γ—2) Dagger: 1d20+1, 1d4-1 (19/20x2) Armor: None (Inertial Armor Psionic Power lasting 3h, Deflection Field 3 minutes) Actions/OOC Free: Swift: Deflection Field Move: Standard: Immediate: Powers: [7]=Max Number Of Psi Points, [4]= Current Number Of Psi Points Level 1: Inertial Armor Deflection Field Extended Range Precognition, Offensive Spells: Level 0 ((3)4 Slot, DC 12): - Light - Purify Food and Drink - Read Magic - Heat Water Level 1 ((2)3 Slot, DC 13): - Cure Light Wounds - Entangle - Goodberry Level 2 ((1)2 Slot, DC 1): - Barkskin - Kelpstrand OOC:
  4. I find a tactic that I think started off tagging people to who you talk to if it's only 2 or 3 works fine to keep things in check and I employ it now. Leaving untagged only if Rand talks to everyone. It might be a bit hectic for now but we can give it a go. While I don't have an issue with waiting if my character is addressed directly for me it would be more confusing to wait for 7 unrelated posts before answering to the one that was addressed to Rand. maybe I'd even forgotten.
  5. Whachu talking about, it already does, have Ulrn make his move. They are tents for two after all πŸ˜†
  6. Rand Wargbane Randonian Human, Hunter of Monsters AC: 13| HP: 6/12 | Maneuver DC: 13 | Passive Perception/Insight: 12/+2 Rand looks at Syn and smiles slightly sadly "I did not change my opinion, I still think going down is too dangerous, but I owe Malekith Blood Debt, if he goes I go, it is the way it has to be. Our customs with all the oaths, feuds, violence, and everything else might look strange to you, but I bet I'd find some of the customs of your homeland odd too. And if it's any consolation I didn't drink nearly enough to cloud my mind, some would call it unprofessional if you are supposed to be a first watch." At Serens very dagger-looking stare and even more barbed words he just raises his hands "Since we met you in no particular order: begged guards to stab someone else but you, mostly me, cleaned clothes, sent me and Ulrin into the monastery to check is it dangerous while you stood outside knowing neither of us have Darkvision, cleaned clothes, choked on ale, yelled at people, cleaned clothes and now picked fight with me. I swear by Yael as soon as I see you kill a common sewer rat I'll profusely apologize and proclaim you one of the best camp guards around."
  7. And I got ninjad, that's what people are talking about πŸ˜‚
  8. Yeah, in two of my games, we have a Discord, and 90% of things there are goofing off. Kinda easy way to keep OOC to the game stuff
  9. Vanir| AC 19 | Ini: 5 | BAB +2 | Hit Points: 30/30 | Size: Medium | Speed: 30 ft | Touch: +15| FF: +16 Fort: +4 | Ref: +7 | Will: +6 | Maneuvers Readied: 7/7 Vanir picks up the pot and winks at the impatient Captain Ortiz "You were saying?" As it's his turn to deal he shuffles the cards a bit "As Captain Otiz said, while the monsters are more exciting, the common Piracy is most likely the culprit." He pauses slightly while dealing before continuing. "Although, as I come from a port city myself, Pirates rarely strike that much fear into sailors to outright refuse to go that way. I wager many of them sailed under the black flag once or twice." "I think solving this charade with fake lights is the key, see Pirates theory is sound, except for one wrinkle. If they scare away the prey there will not be much looting for them. So, in short..." He finishes throwing his pot in after dealing "...no, I don't think there is a monster, but I don't think persons behind this are all that common either. Someone has something to gain by closing that route for you. So we need to find the who?" He playfully slaps Captain Belatross's hand off "Hands off the merchandise, I'm currently robbing you and that finger makes things...distracting." He smiles at the beautiful Captain "But I wouldn't say "No." to the message afterward. I plan to have a private bath in my room to relax." He takes a peak at his cards "Although if you'd want to play detective it would make my life easier, is there anyone in the city who's to gain, or already gaining by that route being closed? It's boring, but true, in these cases following the gold is a good policy. If someone got a sudden windfall from this, he'll likely be looked into." OOC: Forgot to add, as usual, the Sense Motive roll is to see does any of the Captains react negatively to Vanir's conclusions (although with that roll all he can sense is booze on their breath πŸ˜‹), Spot roll is him looking are any of them acts suspiciously. Stances & Manuvers Readied Stances (Active Stance will be marked with O): Island of BladesShadow Hand Level: Swordsage 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance You cloak yourself in a swirling nimbus of shadow energy. These shadows spin and flow around you, preventing any creature near you from being able to anticipate your attacks. You turn your enemies' strengths against them, improving your combat ability as well as that of an ally. When you and a comrade move to attack an opponent, you time your attacks and position yourself to frustrate your opponent's defenses. If both you and an ally are adjacent to the same creature, the two of you gain the benefit for flanking that opponent. You can gain this benefit against multiple opponents at the same time, as can your allies. If both you and an ally are adjacent to the same two creatures, the two of you gain the benefit of flanking against both creatures Step of the WindSetting Sun Level: Swordsage 1 Initiation Action: 1 swift action Range: Personal Target: You You walk across rubble and other broken terrain with deceptive ease, allowing you to take advantage of your opponents as they struggle to move at full speed. You are so closely attuned to your environment that you easily pick out steady spots in rough terrain. While others struggle to move over broken ground, you slip across it with ease. When you fight on rough ground, you turn the uneven footing into an advantage. By gauging how an opponent distributes his weight, you strike at just the right moment and in the precise spot needed to send him tumbling to the ground. While you are in this stance, you ignore penalties to speed, movement, or skill checks associated with movement (such as Tumble, Jump, and Climb checks) incurred by moving through difficult terrain. If you attack an opponent standing on difficult terrain while you are in this stance, and if that foe takes a movement penalty for moving through difficult terrain, you gain a +2 bonus on attack rolls and a +4 bonus on Strength or Dexterity checks made as part of a bull rush or trip attempt against that enemy. You gain this bonus on checks made to either accomplish or resist a bull rush or trip. O Maneuvers (Once the Readied Maneuver is spent it will be marked with X): Burning BladeDesert Wind [Fire] Level: Swordsage 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: End of turn Your blade bursts into flame as it sweeps toward your foe in an elegant arc. A subtle yet precise twisting of your blade unlocks the power of flame. When you initiate this maneuver, fire trails from your melee weapon. For the rest of your turn, your melee attacks deal an extra 1d6 points of fire damage + 1 point per initiator level. This maneuver is a supernatural ability. Shadow Blade TechniqueShadow Hand Level: Swordsage 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature You weave your weapon in an elaborate pattern, creating an illusory double that glows with white energy. As you make your attack, both your true weapon and the illusion slash at your foe. This maneuver allows you to create a mystical double of your weapon. As you attack, your foe must decide which weapon to defend against. In most cases, the illusory weapon distracts your foe and allows your true attack to hit. In some cases, both attacks strike home. In this case, the shadow blade discharges its magic and imbues your attack with cold energy. As part of this maneuver, you make a single melee attack against an opponent. Unlike on a normal attack, you roll 2d20 and select which of the two die results to use. If you use the higher die result, resolve your attack as normal. (Your mystic double misses, but your true attack might hit.) If you use the lower die result, or if both die results are the same, your attack deals an extra 1d6 points of cold damage as both the mystic double's attack and your true weapon strike home. This maneuver is a supernatural ability. Mighty ThrowSetting Sun Level: Swordsage 1 Initiation Action: 1 standard action Range: Touch Target: Creature touched You use superior leverage and your Setting Sun training to send an opponent tumbling to the ground. As part of this maneuver, you must succeed on a melee touch attack against your foe. Resolve the throw as a trip attempt (PH 158), but you do not provoke attacks of opportunity, and your opponent cannot try to trip you if you lose the opposed check. You can use your Dexterity or Strength modifier, whichever is higher. You gain a +4 bonus on the ability check. If you succeed in tripping your foe, you throw it up to 10 feet away from you. The target falls prone in the destination space. You choose where it lands. You must place the target in an empty space. If you lack the distance to throw your target into a clear space, it falls prone in its current space. An enemy you throw with this maneuver does not provoke attacks of opportunity for passing through enemies' threatened areas as part of the throw, and you can throw an enemy through occupied squares. The trip attempt required by this maneuver is not restricted by the size categories of you or the target. Charging MinotaurStone Dragon Level: Crusader 1 , Swordsage 1 , Warblade 1 Initiation Action: 1 full-round action Range: Melee attack Target: One creature You charge at your foe, blasting him with such power that he stumbles back. As you roar across the battlefield, your position yourself to deliver a devastating charge attack. When you slam into an opponent, you crush him with concussive force and send him stumbling backward. As part of this maneuver, charge, but replace the attack at the end of the charge with a Bull Rush attempt. Resolve the bull rush attempt normally. If your Strength check exceeds the opponent's result, you deal bludgeoning damage equal to 2d6 + your Str modifier in addition to pushing the target back as normal. Assuming your Strength check is high enough, you can push your target back more than 5 feet (as normal for a bull rush, but without having to follow). If you have the Pounce ability or another ability that lets you make multiple attacks on a charge, those abilities do not apply to this maneuver. Sapphire Nightmare BladeDiamond Mind Level: Swordsage 1 , Warblade 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature You study your enemy for a brief moment, watching his defensive maneuvers and making a strike timed to take advantage of a lull in his vigilance. The sapphire nightmare blade is one of the most basic, but important, maneuvers that a Diamond Mind adept studies. It illustrates that a keen mind can pierce even the toughest defenses. You attempt a Concentration check as part of this maneuver, using the target creature's AC as the DC of the check. You then make a single melee attack against your target. The attack is also part of this maneuver. If your Concentration check succeeds, the target is flat-footed against your attack, and you deal an extra 1d6 points of damage. If your check fails, your attack is made with a -2 penalty and deals normal damage. Stone BonesStone Dragon Level: Crusader 1 , Swordsage 1 , Warblade 1 Initiation Action: 1 standard action Range: Personal Target: You Duration: 1 round You focus your energy to enhance your defenses, drawing on the power of your weapon's impact with a foe to toughen yourself against a counterattack. The Stone Dragon tradition teaches its disciples to shrug off attacks through a combination of mental focus, pure tough- ness, and resilience. When you make a successful melee attack, you attune your mind and body to such an incredible extent that only the sharpest weapons can injure you. Lesser armaments cause mere bruises and minor cuts. When you use this maneuver, you make a single melee attack. If this attack hits, you gain damage reduction 5/adamantine for 1 round Cloak of DeceptionShadow Hand Level: Swordsage 2 Initiation Action: 1 swift action Range: Personal Target: You Duration: End of turn The shadows around you seem to surge forward and engulf you. For a brief moment, they render you invisible. When you initiate this maneuver, you turn invisible, as the greater invisibility spell (PH 245). You remain invisible until the end of your current turn. This maneuver is a supernatural ability. Tools Of Trade MWK Spiked Chain: 1d20+7, 2d4+3 (if in Shadow Hand Stance), (x2) Short Sword: 1d20+6, 1d6+3 (if in Shadow Hand Stance), (19-20/x2) Dagger x2: 1d20+6, 1d4+3 (if in Shadow Hand Stance), (19-20/x2) Stances & Maneuvers Stances (Active Stance will be marked with O): Island of BladesShadow Hand Level: Swordsage 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance You cloak yourself in a swirling nimbus of shadow energy. These shadows spin and flow around you, preventing any creature near you from being able to anticipate your attacks. You turn your enemies' strengths against them, improving your combat ability as well as that of an ally. When you and a comrade move to attack an opponent, you time your attacks and position yourself to frustrate your opponent's defenses. If both you and an ally are adjacent to the same creature, the two of you gain the benefit for flanking that opponent. You can gain this benefit against multiple opponents at the same time, as can your allies. If both you and an ally are adjacent to the same two creatures, the two of you gain the benefit of flanking against both creatures Step of the WindSetting Sun Level: Swordsage 1 Initiation Action: 1 swift action Range: Personal Target: You You walk across rubble and other broken terrain with deceptive ease, allowing you to take advantage of your opponents as they struggle to move at full speed. You are so closely attuned to your environment that you easily pick out steady spots in rough terrain. While others struggle to move over broken ground, you slip across it with ease. When you fight on rough ground, you turn the uneven footing into an advantage. By gauging how an opponent distributes his weight, you strike at just the right moment and in the precise spot needed to send him tumbling to the ground. While you are in this stance, you ignore penalties to speed, movement, or skill checks associated with movement (such as Tumble, Jump, and Climb checks) incurred by moving through difficult terrain. If you attack an opponent standing on difficult terrain while you are in this stance, and if that foe takes a movement penalty for moving through difficult terrain, you gain a +2 bonus on attack rolls and a +4 bonus on Strength or Dexterity checks made as part of a bull rush or trip attempt against that enemy. You gain this bonus on checks made to either accomplish or resist a bull rush or trip. Maneuvers (Once Readied Maneuver is spent it will be marked with X): Level 1: Burning BladeDesert Wind [Fire] Level: Swordsage 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: End of turn Your blade bursts into flame as it sweeps toward your foe in an elegant arc. A subtle yet precise twisting of your blade unlocks the power of flame. When you initiate this maneuver, fire trails from your melee weapon. For the rest of your turn, your melee attacks deal an extra 1d6 points of fire damage + 1 point per initiator level. This maneuver is a supernatural ability. Counter ChargeSetting Sun Level: Swordsage 1 Initiation Action: 1 immediate action Range: Melee attack Target: One creature With a quick sidestep, you send a charging opponent sprawling. With this counter, you can attempt to redirect a creature that intends to make a charge attack against you. Immediately before the creature makes its charge attack, make your choice of an opposed Strength or Dexterity check against it. The target makes its check using the same ability you chose for your check. If you are of a larger size category than the attacking creature, you use your superior bulk to redirect your foe and gain a +4 bonus on your Strength check (if you opt for a Strength check). If you are of a smaller size category, you use leverage, misdirection, and trickery to gain a +4 bonus on your Dexterity check (if you use that option). If you succeed on the Strength or Dexterity check, the creature does not get to attack you. You can then move it up to 2 squares in a direction of your choice away from you. If you fail the Strength or Dexterity check, the creature gains a +2 bonus on its charge attack, in addition to the normal +2 bonus from taking the charge attack action. Shadow Blade TechniqueShadow Hand Level: Swordsage 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature You weave your weapon in an elaborate pattern, creating an illusory double that glows with white energy. As you make your attack, both your true weapon and the illusion slash at your foe. This maneuver allows you to create a mystical double of your weapon. As you attack, your foe must decide which weapon to defend against. In most cases, the illusory weapon distracts your foe and allows your true attack to hit. In some cases, both attacks strike home. In this case, the shadow blade discharges its magic and imbues your attack with cold energy. As part of this maneuver, you make a single melee attack against an opponent. Unlike on a normal attack, you roll 2d20 and select which of the two die results to use. If you use the higher die result, resolve your attack as normal. (Your mystic double misses, but your true attack might hit.) If you use the lower die result, or if both die results are the same, your attack deals an extra 1d6 points of cold damage as both the mystic double's attack and your true weapon strike home. This maneuver is a supernatural ability. Mighty ThrowSetting Sun Level: Swordsage 1 Initiation Action: 1 standard action Range: Touch Target: Creature touched You use superior leverage and your Setting Sun training to send an opponent tumbling to the ground. As part of this maneuver, you must succeed on a melee touch attack against your foe. Resolve the throw as a trip attempt (PH 158), but you do not provoke attacks of opportunity, and your opponent cannot try to trip you if you lose the opposed check. You can use your Dexterity or Strength modifier, whichever is higher. You gain a +4 bonus on the ability check. If you succeed in tripping your foe, you throw it up to 10 feet away from you. The target falls prone in the destination space. You choose where it lands. You must place the target in an empty space. If you lack the distance to throw your target into a clear space, it falls prone in its current space. An enemy you throw with this maneuver does not provoke attacks of opportunity for passing through enemies' threatened areas as part of the throw, and you can throw an enemy through occupied squares. The trip attempt required by this maneuver is not restricted by the size categories of you or the target. Charging MinotaurStone Dragon Level: Crusader 1 , Swordsage 1 , Warblade 1 Initiation Action: 1 full-round action Range: Melee attack Target: One creature You charge at your foe, blasting him with such power that he stumbles back. As you roar across the battlefield, your position yourself to deliver a devastating charge attack. When you slam into an opponent, you crush him with concussive force and send him stumbling backward. As part of this maneuver, charge, but replace the attack at the end of the charge with a Bull Rush attempt. Resolve the bull rush attempt normally. If your Strength check exceeds the opponent's result, you deal bludgeoning damage equal to 2d6 + your Str modifier in addition to pushing the target back as normal. Assuming your Strength check is high enough, you can push your target back more than 5 feet (as normal for a bull rush, but without having to follow). If you have the Pounce ability or another ability that lets you make multiple attacks on a charge, those abilities do not apply to this maneuver. Sapphire Nightmare BladeDiamond Mind Level: Swordsage 1 , Warblade 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature You study your enemy for a brief moment, watching his defensive maneuvers and making a strike timed to take advantage of a lull in his vigilance. The sapphire nightmare blade is one of the most basic, but important, maneuvers that a Diamond Mind adept studies. It illustrates that a keen mind can pierce even the toughest defenses. You attempt a Concentration check as part of this maneuver, using the target creature's AC as the DC of the check. You then make a single melee attack against your target. The attack is also part of this maneuver. If your Concentration check succeeds, the target is flat-footed against your attack, and you deal an extra 1d6 points of damage. If your check fails, your attack is made with a -2 penalty and deals normal damage. Stone BonesStone Dragon Level: Crusader 1 , Swordsage 1 , Warblade 1 Initiation Action: 1 standard action Range: Personal Target: You Duration: 1 round You focus your energy to enhance your defenses, drawing on the power of your weapon's impact with a foe to toughen yourself against a counterattack. The Stone Dragon tradition teaches its disciples to shrug off attacks through a combination of mental focus, pure tough- ness, and resilience. When you make a successful melee attack, you attune your mind and body to such an incredible extent that only the sharpest weapons can injure you. Lesser armaments cause mere bruises and minor cuts. When you use this maneuver, you make a single melee attack. If this attack hits, you gain damage reduction 5/adamantine for 1 round Level 2: Cloak of DeceptionShadow Hand Level: Swordsage 2 Initiation Action: 1 swift action Range: Personal Target: You Duration: End of turn The shadows around you seem to surge forward and engulf you. For a brief moment, they render you invisible. When you initiate this maneuver, you turn invisible, as the greater invisibility spell (PH 245). You remain invisible until the end of your current turn. This maneuver is a supernatural ability. Statblock %5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2907058%5D%5BB%5D%5BSIZE%3D%2B1%5DVanir%20Bareblade%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0AMale%20CN%20Human%20Swordsage%203%2F%2F%20Rogue%203%2C%20%5BB%5DLevel%5B%2FB%5D%203%2C%20%5BB%5DInit%5B%2FB%5D%204%2C%20%5BB%5DHP%5B%2FB%5D%2030%2F30%2C%20%5BB%5DSpeed%5B%2FB%5D%2030%0A%5BB%5DAC%5B%2FB%5D%2019%2C%20%5BB%5DTouch%5B%2FB%5D%2015%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2016%2C%20%5BB%5DFort%5B%2FB%5D%204%2C%20%5BB%5DRef%5B%2FB%5D%207%2C%20%5BB%5DWill%5B%2FB%5D%206%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%20%2B2%20%20%20%0A%5BB%5D%20%20MWK%20Spiked%20Chain%20%5B%2FB%5D%20%2B7%20(2d4%2B3%2C%20x2)%0A%5BB%5D%20%20Short%20Sword%20%5B%2FB%5D%20%2B6%20(1d6%2B3%2C%2019%E2%80%9320%2F%C3%972)%0A%5BB%5D%20%20Dagger%20x2%20%5B%2FB%5D%20%2B6%20(1d4%2B3%2C%2019%E2%80%9320%2F%C3%972)%0A%5BB%5D%20%20Mithral%20Chain%20Shirt%5B%2FB%5D%2C%20%5BB%5D%20%20Cloak%20of%20resistance%20%2B1%5B%2FB%5D%20(%2B4%20Armor%2C%20%2B3%20Dex%2C%20%2B2%20Misc)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%2010%2C%20Dex%2016%2C%20Con%2014%2C%20Int%2012%2C%20Wis%2014%2C%20Cha%2012%0A%5BB%5DCondition%5B%2FB%5D%20None%20 Male CN Human Swordsage 3// Rogue 3, Level 3, Init 4, HP 30/30, Speed 30 AC 19, Touch 15, Flat-footed 16, Fort 4, Ref 7, Will 6, Base Attack Bonus +2 MWK Spiked Chain +7 (2d4+3, x2) Short Sword +6 (1d6+3, 19–20/Γ—2) Dagger x2 +6 (1d4+3, 19–20/Γ—2) Mithral Chain Shirt, Cloak of resistance +1 (+4 Armor, +3 Dex, +2 Misc) Abilities Str 10, Dex 16, Con 14, Int 12, Wis 14, Cha 12 Condition None
  10. Finn| AC 17 | Ini: 3 | BAB +3 | Hit Points: 24/27 | Size: Medium | Speed: 30 ft | Touch: +13| Fort: +5 | Ref: +4 | Will: +4 | FF: +14| Resistances: 1/cold iron Warlock chuckles "Imagine that, impromptu shooting gallery" He unleashes another bolt at the same pooch (No.2) Tools of the Trade Equipment: Rapier: 1d20+7, 1d6, (18/20x2) Dagger: 1d20+6, 1d4 (19/20x2) Actions/OOC Free: Swift: Move: Taking 5' move Standard: Eldrich Blast Immediate: Spells: Level 0 (DC 13, 5 slots/day): Acid Splash Disrupt Undead Ray of Frost Touch of Fatigue Level 1 (DC 14, 4/5 slots/ day): Shocking Grasp Blade of Blood Chill Touch Kelgore’s Fire Bolt OOC:
  11. I thought to use the raven to try and peck at the eye of the beast to distract it, but not sure what to roll. Aid Your Ally, or to go with something more direct and risk with Turn The Tide and hope if Dice doesn't screw me Pay The Price is not that bad.
  12. Rand Wargbane Randonian Human, Hunter of Monsters AC: 13| HP: 6/12 | Maneuver DC: 13 | Passive Perception/Insight: 12/+2 Done exchanging pleasantries with Astral Elf Rand is almost disappointed when things move to more serious matters. He respectfully nods to Malakith when he addresses him and finishes his...pot, of ale before standing up and giving another to Saria. "So are we moving right away, or we're waiting for the morning, I saw a good overlook for a first watch and I'd go and prep it. If we're moving now, no point in bothering." His tone was businesslike, now when the things were decided he did not seem to care either way.
  13. Yup, I already said that. Rand watches pretty toys, Rand looks up, everyone gone, Rand angry. The short line of thought as he goes. If Ulrin mentioned securing the camp before going on an adventure, I missed what he did. That's my bad, apologies.
  14. He tries not to be too offensive, also there is my old brain not being able to remember things longer than 6 leathers. That's why my Elven character usually has split names like Del'Vane, Wal'Arann, etc... So he can remember it in two parts πŸ˜†
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