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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I did a quick audit on the new pregenerated characters and found some possible problems. I love the effort to get new pregens out, but would like to see some corrections made. ----
Bard: has a potion of expeditious retreat which is a personal spell and personal spells cant be potions. Druid: level 4 has Natural spell. Cant legally take this at 3 as far as I know as druids dont get wild shape until 4. So the earliest I can justify it is 5th level. Monk: Spring attack has a bab requirement of 4 and at 4th level it has a bab of 3. Ranger: has two combat traits Samurai: level 7 has Greater Weapon Focus which has a class requirement of 8. Wizard: the defensive concentration bonus is 16 and should be 18 by my math.
I play a bones oracle in PFS and now have the Raise the Dead revelation. But, im not sure what to do with it. In the rules section it was mentioned at one point that the skeleton can be anything not just a human skeleton from the bestiary. Is this true for PFS?
Raise the Dead (Su): As a standard action, you can summon a single skeleton or zombie to serve you. The undead creature has a number of Hit Dice equal to your oracle level. It remains for a number of rounds equal to your Charisma modifier. At 7th level, you can summon a bloody skeleton or fast zombie. At 15th level, you can summon an advanced skeleton or zombie. You can use this ability once per day plus one additional time per day at 10th level.
When GMing, I tend to have a conflict with myself over telling players the results of a spell save. Spells with a visual effect if the save fails are easy (suffocation for example). But, what about ones where there are no visual clues that something has happened? For example, a witches misfortune hex or doom. Any GMs out there have an opinion? Edit: I should have put in there that the players would be casting the spell. Should they know if their spell failed basically. |