GM Aram Zey's Reign of Winter for PFS part 1 (Inactive)

Game Master SwampTing

Master of Spells Aram Zey has heard of a noblewoman who has gone missing near the Taldan village of Heldren. Kidnapped by bandits, is the rumour. Whilst a rather minor noblewoman in her own right, her disappearance coincides with the appearance of a curious pocket of winter reminiscent of the eternal frost that covers the land of Irrisen.

Intrigued by the opportunity to gain allies for the Pathfinder society amongst the Taldan nobility and to discover the reason for this strange phenomenon, the Master of Spells has decided to teleport a team of pathfinders to Heldren to look into the matter.

Easy reference sheet
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Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

Shu passes a flask to Eldanár. "Gun stupid! Use this!"

As an example, Shu throws his own at the horned creature. It flies with surprising accuracy.

add +1 to hit and damage if point blank shot applies (I think it does)
Alchemist Fire: 1d20 + 4 ⇒ (20) + 4 = 24
Critical Confirmation: 1d20 + 4 ⇒ (7) + 4 = 11 With PBS that would be 12
Damage: 1d6 ⇒ 6
Crit Damage: 1d6 ⇒ 5

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

Ooooh - nice! The PBS + 1 damage should apply

Grand Lodge

Border of War map Reign of Winter map

Mu: I will count your flurry as your action for the previous round. Unfortuantely, Badr does not provide flanking as guns do not threaten adjacent squares. Anyway, regardless of flanking, your punches fail to hit the elusive cloud-creature.

Also, note that drinking a potion in melee range of the creature will provoke an attack of opportunity, and you cannot 5ft step in the snow (difficult terrain). The best you can do is withdraw, and take out the potion as you move, or risk a slam attack from the creature whilst you drink! =(

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Badr donates another bullet to the Golarion Space Project. Eldanar decides that the project is still under-funded, and chips in too.

Meanwhile, Exiel is royally pissed off with the blue horned creature. Golden light flashes from his eyes and wreathes his sword as he ignores the pain wracking his body, steps towards the creature and chops down with a mighty swing. The creature reels back from the blow, blueish fluid flowing freely from a deep gash across its torso, and all but stumbling into the flask of alchemist fire lobbed by Shu, which smashes open and sets the creature alight. The creature shrieks in agony as it flails around, fire licking at it from every inch of its body. A moment later, it collapses to the ground, lifeless, the flames having died out, but steam still rising from its corpse.

Grand Lodge

Monk 5

If retro-possible, then yes Mu withdraws.

Grand Lodge

Border of War map Reign of Winter map

Mu beats a hasty retreat, desperately pulling a healing potion from his pocket as he goes.

The airy creature turns to the next-nearest target, and sends a cloudy appendage out towards Badr! By the way, I forgot this earlier, but note that you are threatened by the creature, so attempting to shoot without moving will attract an attack of opportunity. So will moving away without using the full-round withdraw action.

attack roll: 1d20 + 6 ⇒ (4) + 6 = 10
damage: 1d4 + 1 ⇒ (2) + 1 = 3

Badr dodges the blow.

New round!

Grand Lodge

Monk 5

Mu drinks CLW this round (+7 HP)

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Exiel spares a moment to spit at the steaming corpse before him before whispering an incantation and laying a hand over one of the bleeding wounds caused by the earlier magical barrage.

CLW: 1d8 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Border of War map Reign of Winter map

Mu and Exiel take a moment to tend to their wounds.

Meanwhile, Eldanar takes a shot at the airy creature,

attack roll: 1d20 + 8 ⇒ (7) + 8 = 15
damage: 1d10 ⇒ 7

but the creature proves difficult to pin down.

Badr and Shu are up

Need to step out for awhile, feel free to post your actions for the next round as well, will post the air-creature's action when I get back

Grand Lodge

Monk 5

(AFK for a few hours. At Mu's turn:
cold iron shuriken flurry: 1d20 + 2 ⇒ (2) + 2 = 4;1d2 + 3 ⇒ (2) + 3 = 5
cold iron shuriken flurry: 1d20 + 2 ⇒ (4) + 2 = 6;1d2 + 3 ⇒ (1) + 3 = 4)

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

At Exiel's turn, step to air-thingy and swing

attack: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 1d8 + 6 ⇒ (7) + 6 = 13

Ouchie, that's gonna hurt.

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

"Hah! You see that? Caught him with mouth open!" Cackling at his lucky throw, Shu steps to the doorway of the Hut and sprays acid at the air creature.

Acid Splash: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d3 + 1 ⇒ (1) + 1 = 2

And completely misses.

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

Badr uses a move action to step back (as loading would provoke an attack) and reloads with a cold iron cartridge.

Grand Lodge

Border of War map Reign of Winter map

Moving out of a threatened square provokes, so the cloud-creature takes a swipe at Badr...
attack: 1d20 + 6 ⇒ (12) + 6 = 18
damage: 1d4 + 1 ⇒ (4) + 1 = 5

but the attack rings off the gunslinger's chain shirt.

Shu fires a small spray of acid at the creature, but the creature dodges easily.

With no one directly next to it to attack, the creature surges towards 1-Exiel; 2-Badr; 3-Eldanar: 1d3 ⇒ 1

and takes a swing
attack: 1d20 + 6 ⇒ (10) + 6 = 16
damage: 1d4 + 1 ⇒ (4) + 1 = 5

but the paladin turns to his side and catches the blow harmlessly on his studded leather armor. Per pre-declared actions:As part of the same motion, Exiel shifts his balance and responds with a counter-swing, carving the creature's wispy body, though were it not for the enraged howling you might have thought the swing did nothing to the creature.

Meanwhile, Mu flings 2 shuriken at the cloud in rapid succession, but in his haste fails to aim properly, and adds his shuriken to the tally of ammunition donated to the Golarion Space Program.

Eldanar reloads his musket and fires on the creature...

attack: 1d20 + 8 - 4 ⇒ (9) + 8 - 4 = 13
damage: 1d10 ⇒ 5

but the creature narrowly dodges the attack.

Grand Lodge

Border of War map Reign of Winter map

Embroiled in battle with Exiel, the air-creature continues his assault...

attack: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 1d4 + 1 ⇒ (1) + 1 = 2

sending a cloudy appendage into Exiel's gut.

Post your actions for round 6.
One more round before Guilford gets to act again!

Grand Lodge

Monk 5

Mu comes into melee.

flurry: 1d20 + 3 - 1 ⇒ (14) + 3 - 1 = 16;1d6 + 3 ⇒ (2) + 3 = 5
flurry: 1d20 + 3 - 1 ⇒ (9) + 3 - 1 = 11;1d6 + 3 ⇒ (5) + 3 = 8

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

Badr mutters a charm of warding to himself and shoots the damn thing.

1d20 + 7 + 1 - 4 ⇒ (12) + 7 + 1 - 4 = 16
1d12 + 1 ⇒ (8) + 1 = 9 Cold Iron Bullet

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

Shu raises his hand and fire bursts from it. He then advances on the air creature threateningly.

Standard action to use racial ability, Move action to flank with Exiel.

Grand Lodge

Border of War map Reign of Winter map

Mu closes into melee, swinging for all he's worth, but the cloud-creature continues to evade him. Badr, however is able to line up a shot and send a cold iron bullet through the creature, ripping through its vapourous form and dispersing it once and for all.

6 seconds later, Guilford's head finally clears...but the battle is already over.

Truth be told, Exiel had brought it to exactly 0hp with his last swing.

Will post again in abit. Meanwhile, wizards should start thinking about their spell preparations for the next day.

Grand Lodge

Border of War map Reign of Winter map

The rest of the night passes uneventfully, though you all make sure to post watches throughout the night.

Reference sheet has been updated to reflect healing from resting. (Exiel, feel free to roll for any healing spells left over before the next day.)

Morning comes, and you set off once more, carefully finding and avoiding the magical trap that Thora had warned you about. You follow the trail for several hours. However, your castings of endure elements from the previous day have now run their course, and unless that protection is renewed, some of you may fall foul of the bitter cold. Who has endure elements? If you don't feel free to roll 3 fort saves.

Will check back in about an hour.

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

I'm about to go to sleep, but Shu is prepared. If no prepared healing healing is available, Shu will ask Exiel to heal himself and Pu with his two scrolls of CLW.

CLW for Shu: 1d8 + 1 ⇒ (3) + 1 = 4 up to full HP
CLW for Pu: 1d8 + 1 ⇒ (4) + 1 = 5 up to full HP

Shu already used his only scroll of endure elements. He would have bought another, but didn't think the journey would be this long. I don't want to pressure for using the wand of endure elements, but it might be most cost effective then using healing wands or potions should someone fail the check. If we have anyone with survival, we could boost our bonus too. Anyway, I'll leave my checks to the GM so as not to influence decisions.

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

I think he has 4 CLW spells to use - so you should be good. Don't cross it off just yet

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

I'll heal in order of injury, excluding pets.

Before resting, Exiel pops a CLW on himself
1d8 + 1 ⇒ (7) + 1 = 8

Another on Shu
1d8 + 1 ⇒ (7) + 1 = 8

Another on Eldanar
1d8 + 1 ⇒ (2) + 1 = 3

And finally on...hmm...Guilford because the wizard made him large enabled him to smash that doll earlier.
1d8 + 1 ⇒ (7) + 1 = 8

Also, I could be going out on a limb here, but if we just beat the border guard and home base sent an assassination squad not too long after, and considering that if the GM had rolled differently the squad might even have arrived during the first watch...we should be getting close to the home base?

Grand Lodge

Border of War map Reign of Winter map

Will be rolling fort saves soon...

Scarab Sages

Masterwork Nodachi +5 (1d8+1/18-20/x2) ]Masterwork Musket +8 (1d10/x4) Halfling Gunslinger Musketmaster HP 26/26 AC: 20/FF16/T15 Fort +5 (+7 circumstance bonus vs. cold weather), Ref +8, Will +4; +2 vs. fear Perception +8 Init +4

Thanks for the healing friend. Here, let´s use the magic of that wand to ward off that damnable cold! It seems we are in dire need of more fire weapons here.

Grand Lodge

Border of War map Reign of Winter map

Eldanar, remember that Exiel's boon gives him a permanent endure elements effect in cold weather. Are you using that wand on any other party member (or yourself)?

Scarab Sages

Masterwork Nodachi +5 (1d8+1/18-20/x2) ]Masterwork Musket +8 (1d10/x4) Halfling Gunslinger Musketmaster HP 26/26 AC: 20/FF16/T15 Fort +5 (+7 circumstance bonus vs. cold weather), Ref +8, Will +4; +2 vs. fear Perception +8 Init +4

Eldanár can´t use that himself, he relies on his friendly wizards to do that. But he offers it to the three others needing it too.

And i already marked off 4 charges.

Grand Lodge

Border of War map Reign of Winter map

Shielded from the cold by the magic form Eldanar's wand, the party moves on through the cold woods, following the trail down into a valley. A cold wind blows here, bringing a spray of sleet and broken ice. The sky ahead roils with think, gray clouds and the sun is only a dim glow somewhere in the mist.

Perception checks
Exiel: 1d20 + 3 ⇒ (18) + 3 = 21
Badr: 1d20 + 7 ⇒ (3) + 7 = 10
Mu: 1d20 + 3 ⇒ (6) + 3 = 9
Shu: 1d20 - 1 ⇒ (11) - 1 = 10
Guilford: 1d20 + 6 ⇒ (12) + 6 = 18
Eldanar: 1d20 + 8 ⇒ (11) + 8 = 19
Ted: 1d20 + 8 ⇒ (12) + 8 = 20 (Scent)
Pu: 1d20 + 5 ⇒ (17) + 5 = 22

Stealth
?: 1d20 + 5 ⇒ (13) + 5 = 18

It is Pu who first notices the large shape loping towards you, though Exiel is quick on the uptake too. Ted, Guilford and Eldanar spot it soon after...but the question is, who is the large creature loping towards?

1d6 ⇒ 1

Initiatives
Exiel:: 1d20 + 5 ⇒ (6) + 5 = 11
Badr:: 1d20 + 4 ⇒ (10) + 4 = 14
Mu:: 1d20 + 2 ⇒ (15) + 2 = 17
Shu:: 1d20 + 3 ⇒ (2) + 3 = 5
Guilford:: 1d20 + 7 ⇒ (13) + 7 = 20
Eldanar:: 1d20 + 4 ⇒ (7) + 4 = 11
Beastie:: 1d20 + 3 ⇒ (3) + 3 = 6

Declare actions!

Scarab Sages

Masterwork Nodachi +5 (1d8+1/18-20/x2) ]Masterwork Musket +8 (1d10/x4) Halfling Gunslinger Musketmaster HP 26/26 AC: 20/FF16/T15 Fort +5 (+7 circumstance bonus vs. cold weather), Ref +8, Will +4; +2 vs. fear Perception +8 Init +4

Ho there! Hold right where you are and declare your intentions and who you are!

Readied action to shoot with cold iron bullet if charging or coming closer with hostile intentions.

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Can we tell what kind of creature this is?

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

Badr copies Eldanar but with the action that he will fire once its within 30 feet.

Grand Lodge

Border of War map Reign of Winter map

As the large shape lopes into view, you see a creature with a long slender body, a long tail, short legs, and snow white fur with brown accents. It has a relatively small rodent-like head, and it moves smoothly across the ground, almost slithering like a snake, straight towards you with bared teeth and frightening speed.

But since no one here has ranks in knowledge local, no one has a clue as to what on Golarion it is.

The only response Eldanar gets to his call-out is a hungry snarl.

Those with readied actions, roll your attacks. Despite the description, the penalty to ranged attacks remains at -4.

Everyone else, declare actions, except Shu, who was distracted by a moment's tomfoolery from Pu and is thus slow to react (goes after the creature).

Also, new map is up.

Grand Lodge

Border of War map Reign of Winter map

Handle animal
Badr: 1d20 + 5 ⇒ (14) + 5 = 19
Eldanar: 1d20 + 5 ⇒ (9) + 5 = 14

Badr, whilst you have never seen any creature like this before, you are pretty sure you can identify a ravenous beast when you see one, and this one is outright famished and hunting for food - i.e. the 6 of you!

Scarab Sages

Masterwork Nodachi +5 (1d8+1/18-20/x2) ]Masterwork Musket +8 (1d10/x4) Halfling Gunslinger Musketmaster HP 26/26 AC: 20/FF16/T15 Fort +5 (+7 circumstance bonus vs. cold weather), Ref +8, Will +4; +2 vs. fear Perception +8 Init +4

Bang goes the musket: 1d20 + 8 - 4 ⇒ (7) + 8 - 4 = 111d10 ⇒ 3

Only the rebound let´s the bullet go wide astray probably. Nonetheless he reloads.

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

Assuming it closes to within 30'

BANG! 1d20 + 7 + 1 - 4 ⇒ (5) + 7 + 1 - 4 = 9
Hurts 1d12 + 1 ⇒ (10) + 1 = 11

Whatever mojo I had in the first part of this adventure has left me.

Scarab Sages

Masterwork Nodachi +5 (1d8+1/18-20/x2) ]Masterwork Musket +8 (1d10/x4) Halfling Gunslinger Musketmaster HP 26/26 AC: 20/FF16/T15 Fort +5 (+7 circumstance bonus vs. cold weather), Ref +8, Will +4; +2 vs. fear Perception +8 Init +4

This must be a curse of those damnable witches! I´m a well-known marksman who barely misses his aim! I can almost feel this supernatural misfortune in the air!

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

We've been hexed... We have to turn around three times in a circle and spit I think!

Lantern Lodge

[|]Aasimar | Paladin 2 | HP:17/17 | AC: 14/ FF 10/ T 11 | Fort: +8 Ref: +6 Will: +7 | Perception: -1 | Dark Vision | Init: +4 [|]

Exiel steps towards the beast, his shield raised.

Full defence action.

Damn large creatures and their natural reach, can't ready action to smack it.

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

Knowledge Local? Shu is an expert at that!

Knowledge Local: 1d20 + 9 ⇒ (1) + 9 = 10 ..yup, a legend in his own mind.

"Abominable Snowbeast!"

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Guilford moves next to Eldanar and readies his telekinetic fist to strike as soon as the creature is in range (30').

The Invisible Hand: 1d20 + 3 ⇒ (12) + 3 = 15
damage: 1d4 + 1 ⇒ (2) + 1 = 3

Grand Lodge

Border of War map Reign of Winter map

Guilford, remember the heavy snow is giving you a -4 to hit.

The creature continues to lop towards Exiel as a volley of bullets and telekinetic force whizz past it harmlessly (though Eldanar and Guilford seem to come very close to striking its massive, though lithe, frame).

Exiel readies his shield and moves forward to stand his ground against the beast. Meanwhile, Badr and Eldanar whisper to each other speculations about the witches of Irrisen having bewitched their guns, for neither of their weapons seem to have been as reliable as they recall.

attack roll: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 1d8 + 4 ⇒ (3) + 4 = 7

The creature crashes into Exiel's shield, but the paladin stands his ground and weathers the attack.

Mu post 2 actions, for rounds 1 and 2. Note that for your first action, the beast is actually about 20ft East of where he now is.[/b]

Everyone else, declare your actions for round 2! (Technically Shu's declaring for round 1.)

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Guilford makes a double move to get close to Exiel, but stay out of the huge creature's reach.

"Exiel, it hardly seems fair for you to be fighting something so much larger than yourself. I can tip the scales back in your favor in a moment, if you like."

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

With the weather once again interfering with normal ranged attacks, Shu reverts to throwing sprays of acid.

Acid Splash: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d3 + 1 ⇒ (3) + 1 = 4

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

Snow + melee penalties means that likely misses.

"Exiel, we need to coordinate ranged attacks for when beast is not close to you! Can you withdraw just enough to give us clear shot?"

Grand Lodge

Monk 5

Mu readies with a sling and shoots a cold iron bullet at the beast.

(2 actions)
cold iron sling bullet: 1d20 + 2 - 4 ⇒ (10) + 2 - 4 = 8;1d4 + 3 ⇒ (3) + 3 = 6
cold iron sling bullet: 1d20 + 2 - 4 ⇒ (6) + 2 - 4 = 4;1d4 + 3 ⇒ (3) + 3 = 6

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

Badr reloads with a standard cartridge and shoots.

Oh Please let me hit 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
Damage 1d12 + 1 ⇒ (4) + 1 = 5

Oh Please let me Confirm 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Damage 1d12 + 1 ⇒ (6) + 1 = 7
Damage 1d12 + 1 ⇒ (1) + 1 = 2
Damage 1d12 + 1 ⇒ (4) + 1 = 5

The Exchange

Init +4(+6)|AC19/Touch15/Flatfoot14/CMD 18||HP 21/[28]| Fort:+4 ;Ref:+7 ;Wil+4|Percept +7/Sense Motive +2 Keleshite Human Male Gunslinger (Musket Master) /3 (Favoured Class)

I'm baaaaaaack

I seem to have powers of Animal crit-ing

Grand Lodge

Monk 5

(Hopefully that blows its brains out its rear. Noob question, why roll damage 3x vs original damage x3 ?)

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

Those are the official Pathfinder Core rules. Lots of oldtimers just multiply one result, but you can't in PFS.

Grand Lodge

Monk 5

(Who you calling old?)(Lame rule, so if original damage is 12, the confirm can override with three 1's ?)

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

Hey, I'm old too! Anyway, Firearms do x4 damage on a crit. He's just adding 3 more rolls to the base damage.

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