Brawler (Steel breaker) 17, HP207/207 AC 41 TAC 22 FFAC 34 initiative +6 Fort +20 Ref + 21 Will +11 perception +19 Martial flexibility 11/day
It could be. There are giants that are deformed though. Formarians and Crag giants come to mind. Plus it is possibly a creation of baba yaga. She has a unique sense of humor, so it is told.
Brawler (Steel breaker) 17, HP207/207 AC 41 TAC 22 FFAC 34 initiative +6 Fort +20 Ref + 21 Will +11 perception +19 Martial flexibility 11/day
every now and then, we must do the mundane. It makes the interesting stand out. Chill gives a rare smile.
Brawler (Steel breaker) 17, HP207/207 AC 41 TAC 22 FFAC 34 initiative +6 Fort +20 Ref + 21 Will +11 perception +19 Martial flexibility 11/day
er, ok. This could take a while Chill tries to duplicate the move cha roll: 1d20 + 1 ⇒ (6) + 1 = 7 cha roll: 1d20 + 1 ⇒ (15) + 1 = 16 cha roll: 1d20 + 1 ⇒ (19) + 1 = 20
Brawler (Steel breaker) 17, HP207/207 AC 41 TAC 22 FFAC 34 initiative +6 Fort +20 Ref + 21 Will +11 perception +19 Martial flexibility 11/day
perception: 1d20 + 19 ⇒ (19) + 19 = 38 huh! a wendigo. Chill points at an image on the wall. Maybe we have to fight one. Made when someone resorts to cannibalism when cut off in the winter. Or so I have heard. No idea if they are real or not. You think we may fight one?
Brawler (Steel breaker) 17, HP207/207 AC 41 TAC 22 FFAC 34 initiative +6 Fort +20 Ref + 21 Will +11 perception +19 Martial flexibility 11/day
Chill charges the nearest giant, leading with his giantbane dagger. He slams the punching dagger hard into the giant's chest, with tremendous force swift action: gain vital strike, imp vital strike, greater vital strike dagger: 1d20 + 32 ⇒ (19) + 32 = 51 crit confirm: 1d20 + 32 ⇒ (11) + 32 = 43 damage: 10d6 + 56 + 2d6 ⇒ (2, 6, 3, 2, 3, 3, 5, 1, 6, 1) + 56 + (1, 5) = 94
Brawler (Steel breaker) 17, HP207/207 AC 41 TAC 22 FFAC 34 initiative +6 Fort +20 Ref + 21 Will +11 perception +19 Martial flexibility 11/day
Chill attacks! dagger 1: 1d20 + 25 ⇒ (1) + 25 = 26 damage: 2d6 + 26 + 1d6 ⇒ (2, 5) + 26 + (4) = 37 1d6 is fire damage dagger 2: 1d20 + 27 ⇒ (8) + 27 = 35 damage: 2d6 + 28 + 2d6 ⇒ (3, 3) + 28 + (1, 2) = 37 dagger 1: 1d20 + 20 ⇒ (9) + 20 = 29 damage: 2d6 + 26 + 1d6 ⇒ (3, 3) + 26 + (3) = 35 1d6 is fire damage dagger 2: 1d20 + 22 ⇒ (20) + 22 = 42 crit confirm: 1d20 + 22 ⇒ (3) + 22 = 25 gonna assume that missed damage: 2d6 + 28 + 2d6 ⇒ (1, 5) + 28 + (6, 5) = 45 dagger 1: 1d20 + 15 ⇒ (9) + 15 = 24 damage: 2d6 + 26 + 1d6 ⇒ (4, 2) + 26 + (5) = 37 1d6 is fire damage dagger 2: 1d20 + 17 ⇒ (1) + 17 = 18 damage: 2d6 + 28 + 2d6 ⇒ (2, 1) + 28 + (5, 3) = 39 dagger 1: 1d20 + 12 ⇒ (3) + 12 = 15 damage: 2d6 + 26 + 1d6 ⇒ (1, 1) + 26 + (3) = 31 1d6 is fire damage
Brawler (Steel breaker) 17, HP207/207 AC 41 TAC 22 FFAC 34 initiative +6 Fort +20 Ref + 21 Will +11 perception +19 Martial flexibility 11/day
Offf! About time something showed some fight. Come on big man. Make it worth my time Chill explodes into a blur of strikes swift action, critical focus, critical bleed/ flurry
dagger 1: 1d20 + 25 ⇒ (13) + 25 = 38 damage: 2d6 + 26 + 1d6 ⇒ (2, 6) + 26 + (5) = 39 dagger 2: 1d20 + 27 ⇒ (2) + 27 = 29 damage: 2d6 + 28 + 2d6 ⇒ (5, 2) + 28 + (2, 3) = 40 dagger 1: 1d20 + 20 ⇒ (19) + 20 = 39 crit confirm: 1d20 + 24 ⇒ (18) + 24 = 42 damage: 5d6 + 78 + 3d10 ⇒ (4, 1, 4, 4, 2) + 78 + (10, 2, 5) = 110 bleed damage: 2d6 ⇒ (1, 5) = 6 dagger 2: 1d20 + 22 ⇒ (3) + 22 = 25 damage: 2d6 + 28 + 2d6 ⇒ (3, 5) + 28 + (2, 6) = 44 dagger 1: 1d20 + 15 ⇒ (10) + 15 = 25 damage: 2d6 + 26 + 1d6 ⇒ (6, 5) + 26 + (1) = 38 dagger 2: 1d20 + 17 ⇒ (10) + 17 = 27 damage: 2d6 + 28 + 2d6 ⇒ (2, 1) + 28 + (2, 4) = 37 dagger 1: 1d20 + 12 ⇒ (15) + 12 = 27 damage: 2d6 + 28 + 2d6 ⇒ (6, 4) + 28 + (2, 5) = 45 OK, only two hits, I think, but one is a doozy most of chill's blows fail to hit with much force, but the one punches through the giants tough hide, setting up a savage impale with the second punching dagger. Flame explodes out of the wound.
Brawler (Steel breaker) 17, HP207/207 AC 41 TAC 22 FFAC 34 initiative +6 Fort +20 Ref + 21 Will +11 perception +19 Martial flexibility 11/day
Chill charges ferric! swift action combat flexibility, vital strike, imp vital strike, greater vital strike. acrobatics to avoid AOO: 1d20 + 26 ⇒ (20) + 26 = 46 dagger: 1d20 + 31 ⇒ (7) + 31 = 38 power attack, charge, bane damage: 8d6 + 26 + 2d6 ⇒ (1, 3, 5, 2, 1, 1, 5, 3) + 26 + (6, 4) = 57
Brawler (Steel breaker) 17, HP207/207 AC 41 TAC 22 FFAC 34 initiative +6 Fort +20 Ref + 21 Will +11 perception +19 Martial flexibility 11/day
ye gods!!! That's a nasty burn.
Chill flinches as the flame of the vengeance goddess roars in front of him. That was close.
Brawler (Steel breaker) 17, HP207/207 AC 41 TAC 22 FFAC 34 initiative +6 Fort +20 Ref + 21 Will +11 perception +19 Martial flexibility 11/day
Chill moves foreward, daggers in hand, closing with the nearest giant. If Chill reaches one, he forward rolls, avoiding the AOO, and strikes. Otherwise, he just moves up. acrobatics: 1d20 + 26 ⇒ (18) + 26 = 44 dagger: 1d20 + 29 ⇒ (12) + 29 = 41 damage: 2d6 + 26 + 2d6 ⇒ (4, 3) + 26 + (1, 6) = 40 Power attack, giantbane weapon
Brawler (Steel breaker) 17, HP207/207 AC 41 TAC 22 FFAC 34 initiative +6 Fort +20 Ref + 21 Will +11 perception +19 Martial flexibility 11/day
Well, a rogue or bard type would be handy. This is a high level dungeon, so I'm expecting traps and puzzles. And fights. Either would be helpful. A bard/small especially with the buffs that can be applied. Very good force multiplier. And a rogue can give some good point kill attacks, Alabama flanking and sneak attack.
Brawler (Steel breaker) 17, HP207/207 AC 41 TAC 22 FFAC 34 initiative +6 Fort +20 Ref + 21 Will +11 perception +19 Martial flexibility 11/day
If this drama is over, then we should continue.
Celestia is a fool for that agreement. This one will betray it, and her. That's not so much a prediction as a law of nature he thought, his face expressionless. Perhaps, though, she knows what she is doing. Perhaps. He would wait and see
Brawler (Steel breaker) 17, HP207/207 AC 41 TAC 22 FFAC 34 initiative +6 Fort +20 Ref + 21 Will +11 perception +19 Martial flexibility 11/day
Chill is thinking about retiring after this adventure. His employers always seem to betray him lately. Tis a sign. But first, save the world from ice ages. Because retiring on a glacier is no fun.
Brawler (Steel breaker) 17, HP207/207 AC 41 TAC 22 FFAC 34 initiative +6 Fort +20 Ref + 21 Will +11 perception +19 Martial flexibility 11/day
Chill shuffles a bit, somewhat uncomfortable.
Brawler (Steel breaker) 17, HP207/207 AC 41 TAC 22 FFAC 34 initiative +6 Fort +20 Ref + 21 Will +11 perception +19 Martial flexibility 11/day
Chill steps back from the dead dragon, and looks at Celestia. ah, Celestia, why are you accosting our employer? We did make a deal with him, after all. This isn't a professional tack.
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