- INACTIVE - (playtest character)
Halgir strikes with his Warhammer and then follows with a slam from his shield. He keeps his shield raised in preparation for the statues next attack. +1 Expert Warhammer: 1d20 + 12 ⇒ (5) + 12 = 17
+1 Expert Heavy Shield Spikes: 1d20 + 11 ⇒ (16) + 11 = 27
2action double slice
- INACTIVE - (playtest character)
athletics, break grapple, ACP: 1d20 + 9 - 3 ⇒ (9) + 9 - 3 = 15 athletics, break grapple, ACP: 1d20 + 9 - 3 ⇒ (18) + 9 - 3 = 24 Halgir struggles against the grapple before striking at the statue with his Warhammer. +1 Expert Warhammer: 1d20 + 12 ⇒ (7) + 12 = 19
- INACTIVE - (playtest character)
Halgir steps towards the nearest statue and strikes at it with Warhammer and shield. step
+1 Expert Warhammer: 1d20 + 12 ⇒ (14) + 12 = 26
+1 Expert Heavy Shield Spikes: 1d20 + 11 ⇒ (15) + 11 = 26
- INACTIVE - (playtest character)
Between packing tonight, traveling, and doing con related things, I will be busy with GenCon from now until Sunday. I don't expect to be caught up to speed until Monday or Tuesday. If any of y'all will be playing organized play at GenCon and want to meet up, send me a PM! I enjoy the tables much more when playing with a friend. I will continue to read posts through the RSS feed and may drop in for a post, but please bot me whenever it becomes necessary.
- INACTIVE - (playtest character)
Lore replaces profession in PF2. It will be the default way to earn downtime money. There is a skill feat you can take multiple times that gives you training in a lore and automatically scales that lore up to Expert and then Master at certain levels. Personally I think Lore is fine. You'll get a lore from your background and you'll add more if they feel like a thematic fit. Like knowledge skills were in PF1.
- INACTIVE - (playtest character)
if only Boulder Roll had the attack trait... I would have shoved that water elemental in the water earlier. You don't add your ACP to athletics actions with the attack trait Halgir shoves at the fire elemental with his Warhammer it has the shove trait! I can do that!
Warhammer, shove vs Fortitude DC: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
woot! It is in the water. If it moves other than a step, Halgir will use attack of opportunity. Otherwise when it attacks him he will shield block and use aggressive shield +1 Expert Warhammer, attack of opportunity: 1d20 + 12 ⇒ (13) + 12 = 25
- INACTIVE - (playtest character)
one of the changes they made to armor was that if you're strong enough you ignore armor check penalties and some of the speed reduction from your armor. Would love that right now for these Athletics checks. I would shove as one action but you have to have a hand free Halgir makes a grumbling noise in the back of his throat as the elemental holds firm. He lays into it with his axe before raising his shield. "Get in th' water like th' oth'r pointy ears!" Halgir shouts at Mordack again. +1 Expert Warhammer: 1d20 + 12 ⇒ (1) + 12 = 13
+1 Expert Warhammer: 1d20 + 12 - 5 ⇒ (14) + 12 - 5 = 21
- INACTIVE - (playtest character)
"'ey, greenskin! Th' pointy-ears needs ye over there in th' pool!" Halgir shouts to Ogren. "Get in th' wat'r, Mordack!" He shouts to Mordack. Then he raises his shield and Rolls over the fire elemental like a Boulder. 1 action to raise shield and 2 to Boulder roll over the FE Boulder Roll:
Your dwarven build allows you to push foes around. Take a Step into the square of a foe that is your size or smaller, and the foe must move into the empty space directly behind it. The foe must move even if doing so places it in harm’s way. The foe can attempt to block your Step by rolling a Fortitude saving throw against your Athletics DC (mod is +6 after armor penalty). If the foe attempts this saving throw, regardless of the saving throw’s result, the creature takes bludgeoning damage equal to your level plus your Strength modifier (9 damage). If the foe can’t move into an empty space (if it is surrounded by solid objects or other creatures, for example), your Boulder Roll has no effect. if the elemental attacks Halgir will use aggressive shield Aggressive Shield: Trigger You use a Shield Block reaction with a heavy shield, and the opponent who triggered that reaction is adjacent to you and your size or smaller.
You push the triggering creature, either automatically Shoving it 5 feet or causing it to become flat-footed until the start of your next turn. The triggering creature chooses whether to be moved or flat-footed. If it chooses to be moved, you choose the direction. If that would cause it to hit a solid object or enter a square of difficult terrain, it must become flat-footed instead of being moved. You can’t Shove it into another creature’s space.
- INACTIVE - (playtest character)
I (Halgir and Elgolion) am on vacation this week. I will be keeping up with my games off and on via RSS, but please do not hold anything up waiting for me. There probably are not botting instructions for these characters but hopefully they are straightforward. They will attempt or aid whatever checks that they can. In combat Elgolion will stick to archery at close to maximum range by default, but can engage in melee if forced or advantageous. Halgir will typically raise his shield and do TWF. He has a number of ways to intimidate or move foes as well.
- INACTIVE - (playtest character)
Halgir strikes at the golem with hammer and shield again, then raises his shield against the next attack. +1 Expert Warhammer: 1d20 + 12 ⇒ (16) + 12 = 28
+1 Expert Heavy Shield Spikes, double slice: 1d20 + 11 - 2 ⇒ (15) + 11 - 2 = 24
- INACTIVE - (playtest character)
Halgir strikes it with hammer and shield, then raises his shield in defense. "Ye'll have t' do better th'n that!" he shouts at it. +1 Expert Warhammer: 1d20 + 12 ⇒ (11) + 12 = 23
+1 Expert Heavy Shield Spikes, double slice: 1d20 + 11 - 2 ⇒ (17) + 11 - 2 = 26
will use the shield block reaction if hit
- INACTIVE - (playtest character)
oh, I guess it has reach. We should have stood farther away. "Rraaagghhh!" Halgir shouts as he steps up to the golem and strikes at it with hammer and shield. step and then double slice +1 Expert Warhammer: 1d20 + 12 ⇒ (9) + 12 = 21
+1 Expert Heavy Shield Spikes: 1d20 + 11 - 2 ⇒ (19) + 11 - 2 = 28
potential crit damage from shield: 2d6 + 4 ⇒ (3, 3) + 4 = 10 if they both hit they combine all their damage for resistances and such. See the feat text if the golem hits Halgir he will use reactive shield to increase his AC by 2 and possibly negate the attack
- INACTIVE - (playtest character)
A beard would cover up yer ugly goblin face. Halgir thinks, but keeps it to himself. Goblins. Hmph. The pointy ears aren't so bad he thinks, giving Elgolion a side eye maybe gobbies will turn out sim'lar.
-- Halgir grunts noncommittally to the VC. "We will try to figure it out."
- INACTIVE - (playtest character)
The dwarf studies the room, nodding in appreciation at the stonework, masonry, and architecture. He makes an imposing sight, clad in a finely crafted (though worn and dinged) breastplate and carrying a heavy warhammer, a shortbow, and a spiked steel shield, he looks fit for battle. Which he is at a moment's notice. He bows low to Sebnet, his long, braided beard touching the floor. "I am Halgir, of the Ironanvil clan from the Five Mountains. I am honored to be here with you today." He follows along throughout the briefing, but a frown of puzzlement crosses his face. "He was murdered for the book, but the thief didn't manage to take it? Doesn't sound like much of a burglar to me... don't the best burglars leave everyone alive?" |