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![]() The two most powerful ranged attack builds that I've seen in play were both in the same game, which went from 1st to 19th levels through a mix of two APs and a few high-level modules & PFS scenarios. One was my wife's zen archer monk, which she didn't even put a lot of effort into optimizing--at least compared with the two compulsive min-maxers in that group. By the end, she could hit anything on the map, and it was nearly impossible to hit her or make her fail a save. The other was a warpriest with an improvised thrown weapon build. I don't know the details of that build at all, just that magic items with higher CLs counted as higher-bonus magic weapons in their hands. So they carried a bunch of 1st-level pearls of power, because those are obscenely cheap for their high CL. And if they didn't need to overcome DR, or didn't think they'd have time to collect all their pearls after a fight, they just threw regular old bricks at the enemy. In contrast, my melee-monster PC went the Vital Strike route, and frequently one-shot enemies with his impact earthbreaker. But those other two easily had him beat on DPS for most of the campaign, simply from their greater number of attacks per round. ![]()
![]() I had a ranger/fighter that I played to 20th level who wielded an earth breaker. I focused more on damage output than maneuvers, but he did take Improved Sunder eventually. I don't have his binder close at hand at the moment, but his most important feats were: Power Attack
He was built to take out enemies with just one or two Vital Strikes (then soften up his next target with Cleaving Finish), but he would change to iterative attacks if that was overkill. As soon as he afford it, he upgraded to adamantine and got his weapon enchanted with impact (for 3d6 base damage). Covid forced us to move that game online at a fairly low level. But one silver lining was that I could have Roll20 do the math instead of adding up the mountain of d6's myself whenever he landed a crit. ![]()
![]() 1E isn't getting any new material, but the organized play campaign is far from dead. The Season 10 cards (available in the Paizo store) are still the only ones legal for Society play, unless you started a character during a earlier season. If you're not reporting your game for PFS credit, and just want to use the older cards for extra flavor, sure, knock yourself out. Regardless, in my experience, it's very hard to get the full benefit of faction cards when you're exclusively playing APs or modules, because you only get to check one box per Chronicle sheet, so you're only getting a third as many opportunities for progress. I have played one PFS character up to 20th level with almost exclusively APs and modules (including parts of Emerald Spire), and I never was able to finish the 7-goal reward on his faction card. ![]()
![]() I've played a ranger/fighter from 1st level to 20th, in a group that was fairly optimized for combat. He went the Vital Strike route with a two-handed weapon (earth breaker), so rarely full-attacked, except when he was trying to NOT kill things outright. (Even attacking nonlethally, his Vital Strike was frequently deadly due to overkill.) Ironically, at higher levels, he started using full attacks MORE often rather than less. Between his high static damage bonus and Improved Critical, he could easily dish out more damage per round with a full attack than with a single Improved/Greater Vital Strike (despite how obscene that got to be). And if he could get into a position to reach multiple foes, full attacking let him spread that damage around more efficiently than just wasting it all on one target. ![]()
CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() Falling Rock's Day Job didn't get onto his Chronicle. It was a few posts after my initial chronicle info post:
Falling Rock wrote:
100 gp. And wow, they did not scale Max Gold for our tier at all, did they? That's a disappointment. ![]()
CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() Sadly, my only Core PC is a mere 2nd level, because there is very close to zero interest in Core in our local area. (Until this PBP Gameday, I'd only been able to play him in very infrequent games with my home group.) ![]()
CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() I'm not a V.O. or anything of that sort (though some of the other players in this game are) but from everything I've heard, Paizo has no intention of changing the rules for PFS1E. There might not be any new content available for it, but it's still a viable campaign, with a huge player base. GMs who want to run games for legal credit can't bend rules like level caps, period. On the other hand, anyone is free to run PFS scenarios as part of a home game without receiving organized play credit. In those games, they're free to do whatever they wish with the material, just like any other published module. ![]()
CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() Content at this level is VERY scarce in PFS. Other than Race, the only PFS-sanctioned content that goes above 15th level is (AFAIK): #10-98 Siege of Gallowspire: level 5-16, multi-table special. #10-22 & #10-23 Passing the Torch, Part 1 & 2: level 12-18. The Moonscar: level 15-17, module. The Witchwar Legacy: level 16-18, module. Most Adventure Paths cap out at 16-18 in Book 6, if they even go that high. Return of the Runelords (17-20) and Wrath of the Righteous (18-20) appear to be the only exceptions. (Falling Rock, Rilke, and Cazic played Passing the Torch and Witchwar as our final adventures after completing Giantslayer, Shattered Star, and bits and pieces of Emerald Spire.) ![]()
CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() I think you did a good job, given the limits of the scenario. And I appreciate that you avoided the sketchier missions as much as possible--Falling Rock is a very efficient murder-machine, but a reasonably honorable one, in his own semi-barbaric way. I was mainly interested in playing this because it was one last chance to play the only PF character I've ever played to anywhere near this level (my next highest is 14th). But I knew coming into this that he was going to be hard to challenge in a fight. For me, the more enjoyable parts were when we had to be a bit more creative instead of just steamrolling things. Like keeping the hydra fight interesting without a quick kill, or the little show we staged to scare off the one bidder. ![]()
CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() I can go either way. Falling Rock has amply demonstrated what he's capable of, so if we do more fights, I'll gladly delay to let other people get their licks in. ![]()
CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() Holy heaps of hurt, Batman!!! With two crits, I believe that totals to 580. He's built to do this, but daaannng, that completely obliterates any previous record he may have set for damage per round. ![]()
CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() Inspired moment lapsed after the “breather” round after the xacarba. ”Oh, good, one for me,” Falling Rock says with a growl, and “introduces” himself to the wendigo by slamming his maul into it repeatedly. Swift action to invoke ranger’s focus vs. the new monster. It's right beside him, so let's try a full attack (with Power Attack and Furious Focus) to maximize the static damage. +5 Large impact adamantine earth breaker (attack 1): 1d20 + 36 + 10 + 6 ⇒ (20) + 36 + 10 + 6 = 72
Attack 2: 1d20 + 26 + 10 + 6 ⇒ (8) + 26 + 10 + 6 = 50, Damage (B): 4d6 + 37 + 6 + 6 ⇒ (3, 1, 3, 3) + 37 + 6 + 6 = 59
Attack 3: 1d20 + 21 + 10 + 6 ⇒ (19) + 21 + 10 + 6 = 56, Damage (B): 4d6 + 37 + 6 + 6 ⇒ (2, 1, 4, 4) + 37 + 6 + 6 = 60
Attack 4: 1d20 + 16 + 10 + 6 ⇒ (9) + 16 + 10 + 6 = 41, Damage (B): 4d6 + 37 + 6 + 6 ⇒ (5, 3, 6, 3) + 37 + 6 + 6 = 66
Bonus haste attack: 1d20 + 31 + 10 + 6 ⇒ (14) + 31 + 10 + 6 = 61
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CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() Falling Rock sees how quickly Gabrielle and Rilke dispatched the new monster, and nods approvingly. He ignores the talk about the stage in favor of keeping alert for the next threat. ![]()
CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() Currently AC 40, T 21, FF 34, CMD 49. And if we reroll Initiative, Falling Rock's current modifier is +16, including favored terrain, good hope, and reduced Dex for Large. ![]()
CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() And THAT is why I named his earth breaker "Skyfall." :) After the xacabra falls, Falling Rock remains hovering in the air to get a better view of the threats appearing all around them. "We're about to have bigger problems," he says aloud. "Time for bigger solutions." He raises his gore-caked earth breaker and invokes the power of the giants in order to grow large again. Invoking Power of the Giants for the 2nd and last time today. Enlarge Person for 6 minutes, plus gains 18 temporary hp. ![]()
CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() I forgot to add in good hope, since the morale bonuses don't stack with greater heroism from Gabrielle's tea ceremony. But good hope also adds +2 to damage, so that's 6 more added to F.R.'s crit, for 199 total (before DR). ![]()
CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() Falling Rock grins grimly when he recognizes the fiend for what it is. ”Finally, a real challenge.” He takes to the air as he closes with the serpent and swings Skyfall at its head. Choosing +2 attacks, AC, and Ref from Blessing of Fervor each round unless/until I say otherwise. Free action for Inspired Moment; swift action for Ranger’s Focus vs. xacarba; bonus swift (from I.M.) to use Ally of Order boon to gain protection from chaos and shield for 2 rounds. (I don’t think the boon counts as spellcasting for the xacarba’s special ability, but I’ve put the full text in a spoiler for you to judge.) Currently at AC 49, CMB 53 until end of my next turn. Ranger’s Focus & Inspired Moment (guide archetype):
Ranger’s Focus (Ex): At 1st level, once per day, the guide can focus on a single enemy within line of sight as a swift action. That creature remains the ranger’s focus until it is reduced to 0 or fewer hit points or surrenders, or until the ranger designates a new focus, whichever occurs first. The ranger gains a +2 bonus on attack and damage rolls against the target of his focus. At 5th level, and every five levels thereafter, this bonus increases by +2. At 4th level, and every 3 levels thereafter, the ranger can use this ability one additional time per day. This ability replaces favored enemy.
Inspired Moment (Ex): At 11th level, the guide can have an inspired moment once per day as a free action. The ranger gains the following benefits until the end of his next turn. His speed increases by 10 feet. He can take an extra move or swift action on his turn. He gains a +4 bonus to AC and on attack rolls, skill checks, or ability checks. Finally, he automatically confirms any critical threat he scores. He can use this ability one additional time per day at 19th level. This ability replaces quarry and improved quarry. Ally of Order (Chronicle boon):
Ally of Order: You aided the inevitables, and you have earned their unbiased yet unforgiving trust. You may use this boon as an immediate action to gain the benefits of protection from chaos and shield for 2 rounds (CL 10th). When you use this boon, cross it off your Chronicle sheet. Move action to move adjacent, using Acrobatics to avoid attacks of opportunity. Then standard to attack (with Greater Vital Strike, Power Attack, Furious Focus; includes +4 from menacing flank). Acrobatics to tumble: 1d20 + 23 + 8 ⇒ (19) + 23 + 8 = 50 +5 impact impervious adamantine earth breaker: 1d20 + 36 + 16 + 4 ⇒ (20) + 36 + 16 + 4 = 76
Edited to fix the crit damage; forgot to add ranger's focus into that, too. ![]()
CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() Burning 1 use of Eylysia's Insight boon to roll a Knowledge check as if it was a class skill with level in ranks; including +4 bonus from tea ceremony. Knowledge (planes): 1d20 + 25 + 4 ⇒ (17) + 25 + 4 = 46 I'm pretty sure I know what Falling Rock will do next, but will wait for those Knowledge check results just to be sure. ETA: And I think he would have deactivated merciful on his weapon in the moment before all hell breaks loose, if that's OK? ![]()
CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() "Do not speak so lightly about meeting gods. Especially her," Falling Rock chides quietly, making a Shoanti warding gesture before regripping his weapon firmly. He looks around warily, trying to spot the trouble he can sense coming. Perception: 1d20 + 35 + 4 ⇒ (8) + 35 + 4 = 47 ![]()
CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() Falling Rock closes with the tiefling and (assuming they're still moving) brings down the hammer on them. +5 impact impervious merciful adamantine earth breaker: 1d20 + 36 ⇒ (11) + 36 = 47
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CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() Falling Rock has +31 perception in urban terrain, +35 with Gabrielle's tea ceremony. Now that the party has caught up to their fleeing foe, Falling Rock commands his boots to grow wings and flies closer. He wants to ensure that he can easily catch up with the enemy once Rilke lights them up with her limning bow. Standard to activate winged boots, move to fly 60 ft. (armor training allows full speed movement in his armor). ![]()
CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() Falling Rock doesn't take the time required to command his winged boots to fly, but proves surprisingly nimble despite his heavy armor as he rushes down the alley. Acrobatics: 1d20 + 23 ⇒ (14) + 23 = 37 ![]()
CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() Falling Rock bellows at the crowd to get out of the way, and barrels through those who don't react quickly enough. CMB to Overrun: 1d20 + 29 ⇒ (20) + 29 = 49 The Shoanti runes for "avalanche" that he has tattooed across his face and chest--and engraved upon the mithral armor covering those parts of his body--appear to been well chosen! He won't be attempting to do a full-round action on any of the cards revealed so far, as he is an absolute brute on one option and utterly hopeless on the other. :D ![]()
CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() Reflex with evasion: 1d20 + 23 + 1 ⇒ (8) + 23 + 1 = 32 Falling Rock barely even notices the flying shards of glass as he lunges at a foe with Skyfall. Attacks light blue/cyan with Power Attack, Furious Focus, Greater Vital Strike, and Lunge (10 ft reach, -2 AC). If that foe goes down, Cleaving Finish on green. +5 impact impervious merciful adamantine earth breaker: 1d20 + 36 ⇒ (13) + 36 = 49
Cleaving Finish: 1d20 + 31 ⇒ (1) + 31 = 32
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CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() "Shards," Falling Rock curses softly in Shoanti when he sees the note that Lady Gabrielle found. "The Sihedron of the ancient Thassilonians. Rilke, Cazic, and I know far more about that symbol than we ever wished to. Well, two of us do, anyway," he continues in Taldane, with a sideways glance at the insatiably curious oracle. "Anyone using that to sign a note is trouble--big trouble--whether or not they actually have any legitimate reason to use it." These three PCs played through the Shattered Star AP, and handled the artifact itself, so would recognize it easily. ![]()
CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() "That lasted about as long as it usually does," Falling Rock comments to Rilke in Orc as he passes her on his way into the warehouse. He takes up a position in front of Cazic and lunges at the foe directly ahead of him. Power Attack, Furious Focus, Improved Vital Strike, Lunge (reach, -2 AC), vs. the red foe marked "1."
Assuming that drops red, Cleaving Finish on the yellow wererat due south of Cazic.
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CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() Falling Rock is also content to see how far talking gets them this time, and sets to propping up a section of wall on the other side of the door from where Rilke slouches. There's a glint of amusement in his eye as he says to Cazic, "Run along and enjoy yourself. We'll be here if you need us." In their past adventures together, Cazic had a habit of eagerly rushing ahead to see what was in the next room, and who she could try to make friends with this time. It happened regularly enough that Falling Rock gently but firmly pushing her behind him became a running joke in our group. He hasn't needed to in quite a few levels, but encouraging her to go ahead without him is still unusual enough to amuse him. ![]()
CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() Is there a map for the warehouse? I'm only seeing the banshee map on the slides. I'll try to post something tonight or tomorrow, but today I've been very busy playing catching at work from my long weekend away at the con. ![]()
CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() And that will likely be my one post while at this in-person con. Cazic can bot me if needed before late Sunday evening/Monday morning. ![]()
CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() Fortitude: 1d20 + 26 ⇒ (18) + 26 = 44 Falling Rock grimaces at the ghost's keening, but he easily resists its effects. Realizing that his merciful earth shaker won't hurt this thing without wasting precious seconds to command it to do lethal damage, he draws his sword and swings it two-handed at the ghost. Checking a box on Bane of Urgathoa boon to give one attack ghost touch, undead bane, and +1 to crit multiplier. Then single two-handed attack with Power Attack, Furious Focus, and Greater Vital Strike. +1 adamantine (ghost touch, undead bane) longsword: 1d20 + 24 + 2 ⇒ (17) + 24 + 2 = 43
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CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() And I will be at the same con (Fri-Sun). Falling Rock will also stay out of the talking stuff, but if a fight with the ghost is unavoidable, he'll deactivate merciful on his weapon then do his best to end it quickly. ![]()
CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() Falling Rock looks around in distaste, but searches thoroughly, despite the off-putting nature of the place. Perception (urban): 1d20 + 27 + 4 ⇒ (18) + 27 + 4 = 49 "Over here. Two lockboxes, both trapped," Falling Rock says in a low voice, pointing out both hidden containers and their security measures. "Do any of you have the skills to bypass them the quiet way?" ![]()
CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() Falling Rock hides a sigh at what promises to be an unpleasantly tedious task. Then he hears Arnaut's comment, and hooks a thumb at Rilke. "Barrister. Believe it or not." ![]()
CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() "Sounds like you're the one who wants to kiss it, bard!" Falling Rock yells over his shoulder at Arnaut. He heaves at the monster, and drags the hydra closer to the noisy fop. "Plenty of...mouths for...everyone!" Grapple vs hydra: 1d20 + 31 + 5 ⇒ (4) + 31 + 5 = 40 (Includes +5 for already grappling; moving it half his speed.) Edited to add: Falling Rock has no particular plans to take out heads, or otherwise hurt the thing more at this point, unless the owners insist on a kill. ETA2: Arnaut targeted the spell so the hydra loathes Falling Rock, not him. ![]()
CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() GM Redelia wrote: To win, you must fight a beast for at least six rounds without any of your team dying or going unconscious. Drawing the fight out for longer results in more money for the auction. So, at least one more round. Sadly, it looks like unadulterated loathing isn't dismissable, so this hydra won't be fighting back any time soon, unless that effect gets dispelled, or Falling Rock sits out the rest of the fight. Do we know whether the arena owners prefer to get the hydra back alive for future fights, or have the bout end in a kill? I don't think we're going to get a convincing show out of this beyond the minimum time, regardless. I'd be perfectly happy wrapping it up and moving on to something else. ![]()
CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() Aww, we want it to fight back and make a good show! Falling Rock grins fiercely at the crowd's cheering, and seems to be enjoying himself now. He digs his feet into the sand and drags the monster a few yards to one side. Grapple to maintain: 1d20 + 31 + 5 ⇒ (6) + 31 + 5 = 42
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CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() Falling Rock spreads out his arms, and with his bare hands--well, bare except for his gauntlets--he grabs hold of the hydra. Grapple vs hydra: 1d20 + 31 ⇒ (19) + 31 = 50 "Not much longer," he grits out in respond to Rilke, but he's a little bit distracted at the moment. His grapple attempt provokes an AoO from the hydra, and assuming it works, he will be AC 37 vs. its regular attacks on its turn due to the grappled condition. [ooc]Is this Round 4 or 5? I've lost count.[/ooc} ![]()
CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() Fort vs. poison: 1d20 + 25 + 12 ⇒ (20) + 25 + 12 = 57 ”This fight is too easy.” Falling Rock holds his earth breaker out to his side, and makes a show of dropping it in the dust. ”By the power of Agrimmosh! I have the power!” he shouts in Giant–and quickly grows to the size of a hill giant! He’s still not nearly as massive as the hydra, but he is large enough to make wrestling the monster possible now. He’s using his Power of the Giants boon to cast enlarge person (CL 7th) as a SLA, and gains 18 temporary HP as well (hill giant power). His concentration check for this is awful (about 50/50), so he won’t bother, meaning this will provoke. Hydra AoO, needs a 20: 1d20 ⇒ 11 He is now Large, reach 10 ft., AC 37, CMD 47. He does not have Improved Grapple, but is not terribly worried about getting hurt when he tries to grab it next round. ![]()
CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() Maybe not lead with the attack that adds 94 static damage? Now I'm thinking I should have just had Falling Rock giant out and wrestle the darn thing. He might still, if we don't accidentally kill it this round. ![]()
CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() Yes, Falling Rock would have stopped when it went down. Falling Rock growls something uncomplimentary about horses in Shoanti when the hydra goes down so quickly. Then in Common, he bellows, "C'mon, ya big beastie, give us a fight, folks paid good money to see you. Take a bite out of me, if you can." He waits for the hydra to recover enough to fight back, and readies his massive maul to smash the first head that actually manages to draw any blood. Readying to attack a head, after it hits him, if any do. Otherwise he'll just stand there and dodge a lot. No special feat fu with this one.
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CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() Fort vs. poison: 1d20 + 25 + 12 ⇒ (15) + 25 + 12 = 52 Falling Rock seems unfazed by the poisonous clouds and snapping teeth. He begins swinging his earth breaker in great circles around himself to fend off the hydra's heads while aiming several blows at the thing's body. Full attack using Shield of Swings (+4 AC, all attacks do half damage [I'll edit to insert the math as needed]); NOT using Power Attack.
Attack 2: 1d20 + 31 + 4 ⇒ (5) + 31 + 4 = 40, Damage: 3d6 + 20 ⇒ (5, 5, 3) + 20 = 33 (B) plus Merciful: 1d6 ⇒ 1 = (34/2) = 17 nonlethal Attack 3: 1d20 + 26 + 4 ⇒ (11) + 26 + 4 = 41, Damage: 3d6 + 20 ⇒ (2, 1, 5) + 20 = 28 (B) plus Merciful: 1d6 ⇒ 6 = (34/2) = 17 nonlethal Attack 4: 1d20 + 21 + 4 ⇒ (3) + 21 + 4 = 28, Damage: 3d6 + 20 ⇒ (2, 3, 1) + 20 = 26 (B) plus Merciful: 1d6 ⇒ 4 = (30/2) = 15 nonlethal Currently AC 43, CMD 51. ![]()
CG male Shoanti human ranger 14 (guide, skirmisher)/fighter 5 | HP 264/246 | AC 39, T 20, FF 35 (+2 vs. giants) | F +26, R +23, W +17| Init +11 (+2/+4) | DV 60', Perc +27 (+2/+4)
![]() Knowledge (arcana): 1d20 + 4 + 4 ⇒ (20) + 4 + 4 = 28 "That's a miasma hydra. I think it has some kind of poisonous defense," Falling Rock says, sounding far more concerned about that might affect his companions than himself. As he moves forward, he bellows his clan's name, "Shriikirri-Quah!!" Acrobatics: 1d20 + 23 + 4 ⇒ (13) + 23 + 4 = 40 Fighting defensively (+2 AC), NOT using Power Attack or Vital Strike
He starts to dodge and weave as he moves in close to the beast's massive body, and then takes a swing at its flank--but somehow he stumbles and misses (natural 1!). Perhaps the big bruiser held back a bit too much? Edited to add: Currently AC 41, CMD 49, and he would have activated his unfettered shirt just before entering the arena to get freedom of movement for 10 minutes.
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