[Pathfinder] [IC] Hall of the Dwarven Lord - Page 95
  1. #941
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    Rayverim "Ray" Thanderghast AC:22, hp:33/33 hp

    "Fine! But lead to where? You're the smart one. Point me in the right direction and I'll lead."

    OOC: So that we don't have to continue this 'witty' banter, Ray will cautiously lead where they tell him to go.

    POST UPDATED TO REFLECT FABHAL'S CUIRNG IN THE NEXT POST! [942]
    Last edited by Leif; Thursday, 24th March, 2011 at 02:13 PM.

  2. #942
    Na Bith Mo Riocht Tß! COPPER SUBSCRIBER
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    "Hold a moment, if you please! I need to fix myself up." Fabhal gathers his wits after the fight and says a quick prayer. The group feels the warmth of Caiden Caylean's regard on them, washing away their wounds and fatigue. He mutters something like "Aw, c'mon! Didn't I drink myself almost insensible and still manage to acquit myself well in the barfight last time we were in town?" With these words, another wave passes over the group, much stronger than the first.

    Still murmuring, but sounding much less demanding, the Gnome reaches into his pack and pulls out a potion bottle. Quickly pouring it into the mug hanging at his belt and saying another quick prayer, he downs the potion in one long quaff. "Ahhh. That's somewhat better . . . I still don't feel quite up to another round like that last one though."

    Actions
    Channel Positive Energy (1d6=3, 1d6=6)

    Potion of Cure Light Wounds (1d8+1=7)

    Nine points back to anyone who was wounded, and that's it for Fabhal's channels until we rest, but that gets everyone but him back to full. Fabhal's still at 26/38 HP (down 12).


    Stat Block
    Code:
       HP: 26/38     AC: 18*  AC(T): 13*  AC(FF): 16*
     Init: +04    ST(F):+08   ST(R):+04    ST(W):+05
    
       *+4 vs. Giant Type
    
      BAB: 03       CMB:+04     CMD: 16
    
    Weapon                  Attack    Damage      Critical     Special
    Greatsword (+1)         +8        1d10+4      19-20/x2     +7 TH/1d10+7 PA
    Longbow (Comp; 12 STR)  +6        1d06+2         20/x3     110'
    
    Channel Energy: 1d6 (0/3 Daily)
    
    Domain Powers:
     * Touch of Chaos (4/4)     * Agile Feet (4/4)
    
    Spells:
     * Level 00          * Level 01
       * Create Water      * Command
       * Guidance          * Expeditious Retreat
       * Resistance        * Shield of Faith

  3. #943
    OOC: Which direction do you go? Up or left (also called north and west )

    Old map to help you decide:


    HP and Conditions


    Reb 35/35
    Fabhal 26/38
    Brawar 22/22
    Morjik 32/32
    Ray 33/33


  4. #944
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    Rayverim "Ray" Thanderghast AC:22, hp:33/33 hp

    "I was looking to the west there when all of this ruckus started with brickhead over there. Shall we head that way?"

    OOC: Incidentally, how deep is the water (river?) and does it look like we could even pass that way?

    Ray's sheet

    Rayverim "Ray" Thanderghast
    Human Fighter (15 point buy) Level 4
    N/G

    AC 22 (+2 Full Plate +1 Dex) Move: 20 feet
    HP 33 = 10 (1st) +2(2nd) +4(2Con, 1st and 2nd) +2(Fav Class 1st, 2nd)+7(L3)+8(L4)
    link to L3 hd: hd+con+fav class (1d10+2+1=7)
    current hp=33/33

    S 17 (5 pts +1 L4) +3 (includes racial bonus)
    D 12 (2) +1
    C 14 (5) +2
    I 10 (0)
    W 12 (2) +1
    C 11 (1)

    CMB: +7
    CMD: 18

    Saves:
    Fort: +6 -- +4+2
    Ref: +2 -- +1+1
    Will: +2 -- +1+1 (+3 vs Fear)

    Skills - points = [4+2(human)] [2 L3] [2 L4]
    Climb +12[+7 in armor]= +3 (Str) +4 (ranks L1-4) +2(feat) +3 (class) -5(armor check)
    Swim +12[+7 in armor]= +3 (Str) +4 (ranks L1-4) +2(feat) +3 (class) -5 (armor check)

    Feats - 1(std)+1(human)+1(ftr bonus)+1(ftr bonus)
    Athletic (+2 climb, +2 swim)
    Weapon Focus (Great Axe, +1 to hit)
    Power Attack (take -1 attack/maneuver to gain +2 damage) (+3 if 2-hand weapon like greataxe!)
    Cleave (extra melee attack if first attack hits)
    Great Cleave (L4 bonus) (Cont. making attacks against foes in reach on hit, until miss)

    Class Features:
    Extra Feats
    Bravery +1
    Armor Training (-1 armor check, +1 max dex)

    BAB = +4
    Great Axe, +8 attack, 1d12+3 damage, X3 crit [power attack - +7 att. /1d12+6 dam]
    Dagger, +7 attack, 1d4+3 damage, 19-20 X2 crit [power attack - +6 att./1d4+5 dam]

    [900gp at start, but this was spent long ago]

    Full Plate Armor +2 Magical 1,500+4,150 gp +11 AC, +1 max Dex, -5 Armor Check penalty
    Great Axe, Masterwork 20+300gp (+1 Att)
    Dagger 2gp
    Backpack 2 gp
    Flint and Steel 1 gp
    Rope, Silk 100 feet 20 gp
    Whetstone 2 cp
    Explorerĺs Outfit 10 gp
    Trail Rations, 4 days 2 gp
    Pouch, Belt 1 gp
    2 Sunrods 4 gp
    Everburning Torch 110 gp
    Smokestick 20 gp
    Potion: Cure Light Wounds, CL1 (@ 50 gp each) (X 4)
    Mule + 4 daysĺ feed 8.2 gp
    Saddle, Pack 5 gp
    Bit and Bridle 2 gp
    Bedroll 1 sp
    Sack, Empty X10 1 gp

    Money
    GP 425
    SP
    CP
    Last edited by Leif; Friday, 25th March, 2011 at 03:50 PM.

  5. #945
    OOC: The cave has Natural Stone Floors.

    The river is not very deep and moving relatively slow. The squares next to it are slippery. The river itself is only difficult terrain for medium sized creatures, but Fabhal would need to do DC 10 swim checks.

    The slope in the west is climbable without a skill check.

  6. #946
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    ° Block jkason


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    Gurbisi Reb, human thug

    Reb shrugs. "Whichever way the fun is," he says with a sly grin, wiping rock dust and blood from his twin short swords.

  7. #947
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    Morjik favored of Torag

    "Come friend we can do better than that! Creator of us all, rebuild that which has been damaged."


    OOC
    So that make acrobatic checks along the river +10 dc?

    Will use the channel energy


    Mini Stat Block

    AC: 20 T: 10 FF: 20 HP: 32 MV: 20
    CMD 16 20 vs Bull Rush and Trip
    Ini: +2 underground

    Saves: F +5 R +2 W +7

    Consumables:
    Channel Energy 5/day remaining
    Artificier's Touch 6/day remaining
    Acid Dart 4/day remaining
    Orisons: Create Water, Detect Magic, Light, Stabilize
    1st:Ant Haul [Carrying Capacity x3 for 8hrs], Bless, Divine Favor, Shield of Faith-Magic Stone
    2nd: Hold Person, Lesser Restoration,Spiritual Weapon[Hammer]+ Create Pit

    Wand of Cure Light Wounds [50 chg]
    Last edited by rangerjohn; Monday, 28th March, 2011 at 07:57 PM. Reason: Didn't catch that Ray was at full hps.

  8. #948
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    OOC: Dad, did Ray drink his potion of CLW or not? I still have it marked off, I think. *shrug*
    Last edited by Leif; Friday, 25th March, 2011 at 03:48 PM.

  9. #949
    Quote Originally Posted by Leif View Post
    OOC: Das, did Ray drink his potion of CLW or not? I still have it marked off, I think. *shrug*
    OOC: I would allow you to ret-con it. It wouldn't have happened in a RL game, as players more quickly mind the others of their 'healing sticks'.

  10. #950
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    Rayverim "Ray" Thanderghast AC:22, hp:33/33 hp

    OOC: Thanks, Dad, you're the Best Dad in the WHOLE WORLD!

    Ray's sheet

    Rayverim "Ray" Thanderghast
    Human Fighter (15 point buy) Level 4
    N/G

    AC 22 (+2 Full Plate +1 Dex) Move: 20 feet
    HP 33 = 10 (1st) +2(2nd) +4(2Con, 1st and 2nd) +2(Fav Class 1st, 2nd)+7(L3)+8(L4)
    link to L3 hd: hd+con+fav class (1d10+2+1=7)
    current hp=33/33

    S 17 (5 pts +1 L4) +3 (includes racial bonus)
    D 12 (2) +1
    C 14 (5) +2
    I 10 (0)
    W 12 (2) +1
    C 11 (1)

    CMB: +7
    CMD: 18

    Saves:
    Fort: +6 -- +4+2
    Ref: +2 -- +1+1
    Will: +2 -- +1+1 (+3 vs Fear)

    Skills - points = [4+2(human)] [2 L3] [2 L4]
    Climb +12[+7 in armor]= +3 (Str) +4 (ranks L1-4) +2(feat) +3 (class) -5(armor check)
    Swim +12[+7 in armor]= +3 (Str) +4 (ranks L1-4) +2(feat) +3 (class) -5 (armor check)

    Feats - 1(std)+1(human)+1(ftr bonus)+1(ftr bonus)
    Athletic (+2 climb, +2 swim)
    Weapon Focus (Great Axe, +1 to hit)
    Power Attack (take -1 attack/maneuver to gain +2 damage) (+3 if 2-hand weapon like greataxe!)
    Cleave (extra melee attack if first attack hits)
    Great Cleave (L4 bonus) (Cont. making attacks against foes in reach on hit, until miss)

    Class Features:
    Extra Feats
    Bravery +1
    Armor Training (-1 armor check, +1 max dex)

    BAB = +4
    Great Axe, +8 attack, 1d12+3 damage, X3 crit [power attack - +7 att. /1d12+6 dam]
    Dagger, +7 attack, 1d4+3 damage, 19-20 X2 crit [power attack - +6 att./1d4+5 dam]

    [900gp at start, but this was spent long ago]

    Full Plate Armor +2 Magical 1,500+4,150 gp +11 AC, +1 max Dex, -5 Armor Check penalty
    Great Axe, Masterwork 20+300gp (+1 Att)
    Dagger 2gp
    Backpack 2 gp
    Flint and Steel 1 gp
    Rope, Silk 100 feet 20 gp
    Whetstone 2 cp
    Explorerĺs Outfit 10 gp
    Trail Rations, 4 days 2 gp
    Pouch, Belt 1 gp
    2 Sunrods 4 gp
    Everburning Torch 110 gp
    Smokestick 20 gp
    Potion: Cure Light Wounds, CL1 (@ 50 gp each) (X 4)
    Mule + 4 daysĺ feed 8.2 gp
    Saddle, Pack 5 gp
    Bit and Bridle 2 gp
    Bedroll 1 sp
    Sack, Empty X10 1 gp

    Money
    GP 425
    SP
    CP

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