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  1. Tyrion gives a small wave to others and they at least visually relax and return to their business, they don't talk to Sheng but when he mentions drinks they all politely nod to him although the glasses stand undrained next to their goblets of wine. The atmosphere returns to something approaching normal although locals have some suspicion mixed with curiosity in their glances. Half Elf smiles although still doesn't approach closer "Help comes in many shapes edlonElven- outsider, stranger, foreigner, what help would your odd bunch ask for, and what you would be willing to offer in return."
  2. Tham'mak| AC 16 | Ini: 5 | BAB +3 | Hit Points: 45/45 | Size: Medium | Speed: 30 ft | Touch: +11| FF: +10 Fort: +7 | Ref: +5 | Will: +4 | Maneuvers Readied: 3/3 "Finally decent doors." the voice is deep but once glanced toward the doors, and saw that it reached the speaker's lower jaw it could be safely concluded it could be deeper. Tham lowers his head a bit and enters. Goliath is both larger and more muscular than it is usual for his species. The multitude of scars testify that was tested many times, as does the Minotaur horn he wears as the necklace. If he noticed any tension in the room it didn't show as he walks toward the bar and leans his enormous Greataxe to the bar, just showing a perspective that not only his axe but all weapons were made for Giants. He flatly ignores near-godly creatures and their business. Just waiting for someone to come and take his order. Tools of the Trade Weapon: Mwk Greataxe (Large): 1d20+10, 3d6+5 (x3) Warhammer (Large): 1d20+8, 2d6+5, (×3) Dagger(Large): 1d20+8, 1d6+5 (19/20x2) Armor: Mithral Chain Shirt None: Actions/OOC Free: Swift: Move: Standard: Immediate: Stances: Level 1: Punishing StanceIron Heart Level: Warblade 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance You chop down violently with your weapon, lending extra force to your blows. These attacks come at a cost, as your enemies slash at your undefended legs and flanks. You hold your weapon overhead, allowing you to chop down with superior force. However, this fighting stance leaves you vulnerable to an opponent's attacks. Only an initiate of the Iron Heart tradition can manage the perilous balance between trading attack power for defense. A lesser warrior would leave himself nearly helpless to resist an opponent’s attacks. While you are in this stance, you deal an extra 1d6 points of damage with all melee attacks. You also take a -2 penalty to AC, because this fighting stance emphasizes power over a defensive posture. Maneuvers: Level 1: 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. Steely StrikeIron Heart Level: Warblade 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: 1 round; see text You focus yourself for a single, accurate attack, shrugging off your opponent’s blows and ignoring the need for defense as you make your assault. The Iron Heart discipline teaches focus, allowing you to engage and defeat one opponent at a time. Your other enemies mean nothing to you as you press your attack. You make a single melee attack as part of this strike. You gain a +4 bonus on the attack roll. All opponents other than the one you attacked gain a +4 bonus on attack rolls against you for 1 round. Steel WindIron Heart Level: Warblade 1 Initiation Action: 1 standard action Range: Melee attack Target: Two creatures You swing your weapon in a broad, deadly arc, striking two foes with a single, mighty blow. Through a combination of sheer power and unmatched talent, you make an attack that injures multiple opponents. As you initiate this strike, you make two melee attacks, each against a different foe that you threaten. Resolve each attack separately. Leading the AttackWhite Raven Level: Crusader 1 , Warblade 1 Initiation Action: 1 standard action Range: Melee attack; 60 ft Target: One creature Duration: 1 round You boldly strike at your enemy. As you attack, you shout a war cry to demonstrate that victory is at hand. This attack inspires nearby allies to join the fray with renewed vigor. When you make an attack, your allies take heart in your example and fight with renewed purpose. By stoking the fire of battle in your allies' hearts, you inspire them to greater heroics. As part of this maneuver, you make a single melee attack. If your attack is successful, your allies gain a +4 morale bonus on attack rolls for 1 round against the creature you hit. You are your own ally. Level 2: Battle Leader's ChargeWhite Raven Level: Crusader 2 , Warblade 2 Prerequisite: 1 White Raven maneuvers Initiation Action: 1 full-round action Range: Melee attack Target: One creature You lead from the front, charging your enemies so that your allies can follow in your wake. The White Raven discipline teaches that he who seizes the initiative also seizes victory. You have learned to lead an attack with a mighty charge, the better to disrupt the enemy and inspire your allies in battle. As part of this maneuver, you charge an opponent. You do not provoke attacks of opportunity for moving as part of this charge. If your charge attack hits, it deals an extra 10 points of damage. OOC:
  3. Half-Elf pauses for a second then shrugs and follows Damien but stops some 10 feet away from the table. Now he doesn't speak a thing and when he stops both of his hands are on the two curved daggers on his belt. Moreover, very interesting newcomers suddenly get a LOT of free space. Some untrustworthy souls could tie it to the other three Elves whose heavy bows vanished from sight like magic and now the party very much has their full attention. And incidentally, those in the party who can sense that kind of thing feel a building of magic energy from that general area. Actually most relaxed of all seems to be Tyrion, who, while not answering Damien, seems relaxed and still more curious than suspicious. But since Damien answered with a whole bunch of nothing, he kept his distance and now observed the entire set instead of just Damien. Depending on the point of view, he fortunately/unfortunately doesn't seem particularly concerned. More like he is the one who decides what will happen next than the other way around. And somehow other three Elves look even less concerned. Some with hunter sense can feel that they kind of deciding whether should they attack pre-emptively. And by the behaviour of locals, it seems that is not the first time.
  4. Ok, depending on the answer we might outnumber or be equal to the force that comes. If that is the case I say give Zeff what he wants. Divide our forces (which will be easier for us with a flier among us that can help on either coast) in half and then crash the bridge leaving them 50/50, same as us. But I think if this is routine we might outnumber them at least on one coast. Then Dolly can support both sides since that river for her is a flap of the wings. Or if she wants to go nuclear go high and aim at both coasts. Naturally, it depends on our host's answer, but currently, fully healed, we should be a match for the "routine roundup" they send. Hard stuff will come after that and neither Niko nor I have any idea about that.
  5. Niko| AC 18 | Ini: 4 | BAB +3 | Hit Points: 39/39 | Size: Medium | Speed: 20/30 ft | Touch: +10| Fort: +6 | Ref: +3 | Will: +5 | FF: +18 Considering others fought a lot longer here than he did Niko felt like an imposter a bit, but he knew maybe just a few days ago his merc group would be bad guys. It wouldn't be the first time, after all, mercs fight for a coin, not morality. He felt the subtle feeling of embarrassment when his plan was accepted. Almost as if he were the enemy. Still, another thing he was is a professional, he was born in these situations. So before jumping to action, he looked at their host. "I can not promise we will succeed, I'm just giving ideas and asking questions as anyone else? This is the last one, numbers, how many of them usually come?" Tools of the Trade Weapon: Mwk Greatsword: 1d20+8, 2d6+3, (19/20x2) Warhammer: 1d20+6, 1d8+3 (x3) Dagger: 1d20+6, 1d4+3 (19/20x2) Armor: Mwk Full Plate Actions/OOC Free: Swift: Move: None Standard: Attack Immediate: Powers: [8]=Max Number Of Psi Points, [8]= Current Number Of Psi Points Level 1: Expansion Force Screen Precognition, Offensive Prevenom Weapon OOC:
  6. The waitress looks at Damien slightly confused turning her head to check does is he in the same group as the girl that came before him. Confirming that, indeed, he is. Her confusion deepens but she looks at him and then at the coin and sighs "You guys are one odd bunch." Coin vanishes the same as the first one, but this time she turns and yells "Tyrion, come here a second!!" Half Elf in the bunch turns and when he sees her with Damien there is a puzzled look on his face but he approaches them nonetheless brushing off a few no-doubt jabs from three other full-blooded Elves. Once two men are opposed to one another, Mary places a hand on the shoulder of each one "I always wanted to connect people, that's why I got in this job, obviously. Tyrion this is Lumina's friend, don't bother thinking about who is that now, it will be explained I'm sure. But the important thing is that she and her friend, Mary tap at Damien's shoulder would like a guide to your village and want to pay for it. Trust me, I was paid twice for the same job for some Gods forsaken reason. Now I leave you two to discuss business while I do other parts of my job... like being a waitress." She plans a kiss on Half Elf's cheek and vanishes in the crowd. Tyrion turns after her for a second before facing Damien tilting his head slightly "It is most likely less important, but who is Lumina and why the Hell would you pay twice?" It would be almost unnoticeable that he is not a full-blooded Elf if he didn't decide to keep a light shade of the beard and had a slightly heavier set. Everything else was almost picture-perfect. from above-average attractiveness to piercing green eyes. that now stared right into Damien's. It was obvious he was trying to get a read on the adventurer.
  7. Tham'mak| AC 16 | Ini: 5 | BAB +3 | Hit Points: 45/45 | Size: Medium | Speed: 30 ft | Touch: +11| FF: +10 Fort: +7 | Ref: +5 | Will: +4 | Maneuvers Readied: 3/3 Speak Think Whisper out of character Tools of the Trade Weapon: Mwk Greataxe (Large): 1d20+10, 3d6+5 (x3) Warhammer (Large): 1d20+8, 2d6+5, (×3) Dagger(Large): 1d20+8, 1d6+5 (19/20x2) Armor: Mithral Chain Shirt None: Actions/OOC Free: Swift: Move: Standard: Immediate: Stances: Level 1: Punishing StanceIron Heart Level: Warblade 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance You chop down violently with your weapon, lending extra force to your blows. These attacks come at a cost, as your enemies slash at your undefended legs and flanks. You hold your weapon overhead, allowing you to chop down with superior force. However, this fighting stance leaves you vulnerable to an opponent's attacks. Only an initiate of the Iron Heart tradition can manage the perilous balance between trading attack power for defense. A lesser warrior would leave himself nearly helpless to resist an opponent’s attacks. While you are in this stance, you deal an extra 1d6 points of damage with all melee attacks. You also take a -2 penalty to AC, because this fighting stance emphasizes power over a defensive posture. Maneuvers: Level 1: 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. Steely StrikeIron Heart Level: Warblade 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: 1 round; see text You focus yourself for a single, accurate attack, shrugging off your opponent’s blows and ignoring the need for defense as you make your assault. The Iron Heart discipline teaches focus, allowing you to engage and defeat one opponent at a time. Your other enemies mean nothing to you as you press your attack. You make a single melee attack as part of this strike. You gain a +4 bonus on the attack roll. All opponents other than the one you attacked gain a +4 bonus on attack rolls against you for 1 round. Steel WindIron Heart Level: Warblade 1 Initiation Action: 1 standard action Range: Melee attack Target: Two creatures You swing your weapon in a broad, deadly arc, striking two foes with a single, mighty blow. Through a combination of sheer power and unmatched talent, you make an attack that injures multiple opponents. As you initiate this strike, you make two melee attacks, each against a different foe that you threaten. Resolve each attack separately. Leading the AttackWhite Raven Level: Crusader 1 , Warblade 1 Initiation Action: 1 standard action Range: Melee attack; 60 ft Target: One creature Duration: 1 round You boldly strike at your enemy. As you attack, you shout a war cry to demonstrate that victory is at hand. This attack inspires nearby allies to join the fray with renewed vigor. When you make an attack, your allies take heart in your example and fight with renewed purpose. By stoking the fire of battle in your allies' hearts, you inspire them to greater heroics. As part of this maneuver, you make a single melee attack. If your attack is successful, your allies gain a +4 morale bonus on attack rolls for 1 round against the creature you hit. You are your own ally. Level 2: Battle Leader's ChargeWhite Raven Level: Crusader 2 , Warblade 2 Prerequisite: 1 White Raven maneuvers Initiation Action: 1 full-round action Range: Melee attack Target: One creature You lead from the front, charging your enemies so that your allies can follow in your wake. The White Raven discipline teaches that he who seizes the initiative also seizes victory. You have learned to lead an attack with a mighty charge, the better to disrupt the enemy and inspire your allies in battle. As part of this maneuver, you charge an opponent. You do not provoke attacks of opportunity for moving as part of this charge. If your charge attack hits, it deals an extra 10 points of damage. OOC:
  8. Too bad, actually if Damien presented a good enough case I planned for Phillip to reimburse whatever he spent under "bribery" clause 😇
  9. 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 looks at the scene of massacre around them "It's odd how at the same time moving from room to room can be more disturbing even if less dangerous, I don't look forward to what we'll see ahead. Shall we return to the secret room then?" 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:
  10. Gwain| AC (20) 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: 4/7 Druid sighs "I don't like to say this but in that room with a bunch of scary hanging beasts, there were books. They might be useful for this. Rooms are close to each other, having a book on the scary engraved burial boxes next door would not be beyond reasonable to jot somewhere." Armor: Inertial Armor 3h, Barkskin 30 minutes 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: 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/×2) Dagger: 1d20+1, 1d4-1 (19/20x2) Armor: None (Inertial Armor Psionic Power lasting 3h, Deflection Field 3 minutes, Barkskin 30 minutes)) Actions/OOC Free: Swift: Deflection Field Move: Standard: Barkskin 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 (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:
  11. Listen, this was my opinion as GM, since it threw me into a loop. I don't like to drag my players from point A to B to C. You can do what you want. You can likely still ask someone and go, but I wanted to point out that you still don't know the location. And to the smaller point that there is quite a road ahead of you and encounters can happen in 24 hours. You can ask whoever, the place of the village will not change with different person (well, unless they don't know either, like for example season workers might not).
  12. For once I don't want to poke Blue, after our chain talk it would be overkill 😅 Just to see if can you transfer the app to approved? It passed as you can check above Rudolf just hasn't learned yet to transfer apps.
  13. Malus| AC 16 | Ini: 4 | BAB +3 | Hit Points: 38/42 | Size: Medium | Speed: 40 ft | Touch: +15| Fort: +5 | Ref: +6 | Will: +5 | FF: +13 The large man approaches the door standing sideways so one more can stand next to him and tries to peak through the lock (if there is one, boards if there aren't. Tools of the Trade Unarmed: Unarmed: 1d20+7, 1d8+4, (x2) Unarmed (Using Shadow Hand): 1d20+8, 1d8+5 (x2) Actions/OOC Free: Swift: Move: Standard: Immediate: Full: Stances: [X]=Non-Active, [O]= Active Island of Blades [O] Stance of Clarity [X] Maneuvers: [X]=Non-Active, [O]= Active Clinging Shadow Strike [O] Burning Blade [O] Sapphire Nightmare Blade [O] Mighty Throw [O] Stone Bones [O] Sudden Leap [O] Wolf Fang Strike [O] Shadow Jaunt [O] OOC:
  14. Rand| AC (21 vs Evil)19 | Ini: 4 | BAB +6/+1 | Hit Points: 58/58 | Size: Medium | Speed: 20 ft | Touch: (12 vs Evil)+10 | FF: +19 | Fort: (+15 vs Evil)+13 | Ref: (+10 vs Evil) +8| Will: (+13 vs Evil) +11 | CMD: 18 Noticing the last enemy escaping Rand barrels past the Yuki until he is within the reach of the creature, just then he realizes the undead is trying to withdraw within the coffin. Almost without thinking he reaches for it his palm glowing. Tools of the Trade Statblock %5BURL%3Dhttp%3A%2F%2Fwww.myth-weavers.com%2Fsheet.html%23id%3D2894166%5D%5BB%5D%5BSIZE%3D%2B1%5DRand%20Wolfheart%5B%2FSIZE%5D%5B%2FB%5D%5B%2FURL%5D%0AMale%20CG%20Aasimar%20Paladin%20of%20Freedom%2C%20%5BB%5DLevel%5B%2FB%5D%206%2C%20%5BB%5DInit%5B%2FB%5D%204%2C%20%5BB%5DHP%5B%2FB%5D%2058%2F58%2C%20%5BB%5DSpeed%5B%2FB%5D%2020%20ft.%0A%5BB%5DAC%5B%2FB%5D%2019%2C%20%5BB%5DTouch%5B%2FB%5D%2010%2C%20%5BB%5DFlat-footed%5B%2FB%5D%2019%2C%20%5BB%5DCMD%5B%2Fb%5D%2018%2C%20%5BB%5DFort%5B%2FB%5D%2013%2C%20%5BB%5DRef%5B%2FB%5D%208%2C%20%5BB%5DWill%5B%2FB%5D%2011%2C%20%5BB%5DCMB%5B%2FB%5D%20%2B8%2F%2B3%2C%20%5BB%5DBase%20Attack%20Bonus%5B%2FB%5D%20%2B6%2F%2B1%20%20%20%0A%5BB%5DKeen%20Greatsword%2B1%20%5B%2FB%5D%20%2B10%2F%2B5%20(2d6%2B3%2C%2017-20%2Fx2)%0A%5BB%5D%20%20Longsword%20%5B%2FB%5D%20%2B9%2F%2B4%20(1d8%2B2%2C%2019-20%2Fx2)%0A%5BB%5D%20%20Dagger%20%5B%2FB%5D%20%2B8%2F%2B3%20(1d4%2B2%2C%2019-20%2Fx2)%0A%5BB%5D%20%20Mithral%20%20Agile%20Half-Plate%5B%2FB%5D%2C%20%5BB%5D%20%20Amulet%20of%20Natural%20Armor%2B1%2C%20Headband%20of%20Alluring%20Charisma%20%2B2%5B%2FB%5D%20(%2B8%20Armor%2C%20%2B1%20Deflect)%0A%5BB%5DAbilities%5B%2FB%5D%20Str%2014%2C%20Dex%2010%2C%20Con%2016%2C%20Int%2012%2C%20Wis%2012%2C%20Cha%2018%0A%5BB%5DCondition%5B%2FB%5D%20None%20 Male CG Aasimar Paladin of Freedom, Level 6, Init 4, HP 58/58, Speed 20 ft. AC 19, Touch 10, Flat-footed 19, CMD 18, Fort 13, Ref 8, Will 11, CMB +8/+3, Base Attack Bonus +6/+1 Keen Greatsword+1 +10/+5 (2d6+3, 17-20/x2) Longsword +9/+4 (1d8+2, 19-20/x2) Dagger +8/+3 (1d4+2, 19-20/x2) Mithral Agile Half-Plate, Amulet of Natural Armor+1, Headband of Alluring Charisma +2 (+8 Armor, +1 Deflect) Abilities Str 14, Dex 10, Con 16, Int 12, Wis 12, Cha 18 Condition None Actions/OOC Free: Swift: Activating Bane Move: 10' to the one attacking Mizzi, more if needed to place him in flank position. Standard: Attack Immediate: Spells: Lvl 1(2/2 slots DC 15): -Challenge Evil -Detect Demon OOC:
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