Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Jarsk drops his bow and draws his hammer as he moves in climbing onto the throne hammer time: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Jarsk hopes so
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Jarsk moves forward trying to find a clearer shot. Finding Pau still blocking his shot he keeps moving forward. drawing a sheathed weapon doesn’t normally provoke. Picking one up off the floor does. And when you are stunned you drop what you are holding ;-)
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Apologies I thought I was waiting for Ekkies actions bot was on the money though ;-p
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Fed up of the prevaricating Jarsk takes out the arrow named diplomacy by other means and shoots it at the bugbear with deadly intent dice rolls: deadly aimed arrow: 1d20 + 5 - 1 + 1 ⇒ (15) + 5 - 1 + 1 = 20 arrow damage: 1d8 + 4 ⇒ (6) + 4 = 10
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
"ye expected a bunch of pathfinders to stick to a plan?" Jarsk shake his head and follows Adinomo to the left passage
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Jarsk crabs across the back and shoots with deadly intent attack blue: 1d20 + 5 - 1 - 1 ⇒ (13) + 5 - 1 - 1 = 16
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Jarsk strides forward draws his bow and shoots at the laughing goblin
dice:
attacking with deadly aim laughter effect and dwarven hatred attack: 1d20 + 5 - 1 - 1 + 1 ⇒ (2) + 5 - 1 - 1 + 1 = 6 arrow damage: 1d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8 But to his shame Jarsk has been put off by a laughing goblin Moved people up with high initiatives to the front apparently the goblin dog is invisible on the map (which may explain Jarsks shooting)
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
”Sorry never been able to find any good blunt arrows.” Jarsk says as he steps back to shoot shot at blue : 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Player Jeff
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Jarsk readies to shoot any goblin looking to throw stuff at the party
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Jarsk hands Pau his wayfinder. "This may help you see what's coming. Unfortunately it will also help the goblins see us coming."
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Jarsk will move to the corner and shoot at the goblin (blue) dice: longbow vs hated goblin: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
arrow damage: 1d8 + 2 ⇒ (8) + 2 = 10
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Jarsk looks incredulously at Adinomo. He opens his mouth but appears to have difficulty saying anything. Finally he draws his bow and knocks an arrow. ”I’ll be ready for any shenanigans “ Jarsk thinks this a bad idea but as a player that makes this adventure very dull
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
”So what happened with the burned out shed?” Jarsk asks “and how much for some meat? The top of your backpack is a little loose there” he adds trying to keep Ellie in for now
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
This is simple we knock the goblin out and carry it in a sack. Oh wait I have not known many unconscious guides. First time for everything" Jarsk smiles brightly as he digs out his hammer. He then remembers his axe and goes to retrieve it and forgets all about knocking the goblin senseless.
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
”Let me know when you get to the roasting the goblin part that sound fun” Only good goblin is dead goblin. I don’t have the patience to listen to their squealy whining. Jarsk would so be failing the silver crusade faction mission
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Jarsk tries to get closer to the goblin climb: 1d20 + 3 ⇒ (18) + 3 = 21
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Jarsk drops his axe pulls out his bow and fires at the fleeing goblin "Outrun this if you can @*&@" bow shot: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
+1 from hatred of orcs and goblinoids
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Jarsk makes his way upstairs drawing his axe as this sounds like close quarters work
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
”I’m Jarsk. I hunt evil beings and protect investigators and explorers for the society” He’s a dwarf with a longbow and an assortment of the more expected dwarven melee weapons. A warhammer whose silvered head glistens and the sharp battle axe of cold iron. His breastplate is polished but looks to be of regular steel.
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
jarsk swings at his foe once more inspired hammer: 1d20 + 8 ⇒ (16) + 8 = 24
"Can't resist spells, can't cast spells, can't dodge hammers are you D E A D yet"
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Well if ye insist I hammer the point home"Jarsk drops his bow and circles round opposite to Galant pulling out his hammer and shouting "YOUR FUNERAL!" as he swings at Aleja inspired flanking hammer swing: 1d20 + 8 ⇒ (6) + 8 = 14
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Hoping to use the distraction Galant has just provided Jarsk draws an arrow and attempts to shoot the hand which aleja is holding her sword. "Funeral it is!" unfortunately disarm should be a melee attack so straight attack roll with cover bow attack: 1d20 + 5 ⇒ (11) + 5 = 16
Ah well hope she fails the save or realises that there are more immediate threats than her prisoner
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
"Harm him and we kill you all. Leave him unharmed and we take prisonners. So what is it to be? Your funeral or your capture!?"
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
assuming a survival 17 check yields no clues either way Jarsk heads up the steps with bow in hand
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
On the gripplis fate "Sounds like far to much bother to me but if you want to do that be my guest Beaumont " As the ship nears the rendezvous Jarsk strings his bow. " I'm not one for swimming put us alongside the other ship please Galant"
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Jarsk heals up the path finders taking his wand back off Ribli clw wand: 1d8 + 1 ⇒ (7) + 1 = 8 for Ribli
Which leaves Ribli, Beaumont and Pentament down 1 Hp Will spend a charge to heal Pentament
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Not seeing an obvious weapon in the pirates hands Jarsk barrels his way past him trying to surround him. double move provoking aoo
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
"Nice try but dwarfs have lots of guts. Do you have lots of brains?" Jarsk swings the hammer on the head of the one who attacked him hammer: 1d20 + 5 + 1 + 1 ⇒ (20) + 5 + 1 + 1 = 27
"Surrender now if you want to live" bless and inspire courage do not stack on the bonus to saves bit but Inspire courage in pathfinder gives a competence bonus to hit not a morale like bless so on to hit they stack unlike 3.0 and 3.5
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Jarsk moves over and swings his hammer at blue
I believe these are standard human but inspire courage is now up
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
"Nice crossbow! Do you like my hammer"
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Jarsk hands Ribli his healing wand use that for the healing next couple of fights Jarsk will go first up the rope climb: 10 + 3 = 13
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
"I warned you " hammer: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
oops hadnt spotted your post here sorry (which reminds me should post in my own game) Happy Christmas everyone
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
"I bet your not so brave on your own green belly! Fancy ya chances of dodging this?" Jarsk hefts his hammer for another blow at the half Orc gently tries to nudge that nice gm fellow into moving things along
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Jarsk manouvers through the crates to give his colleagues a hand
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
"That the best ya can do?" asks Jarsk as his hammer swings again hammer: 1d20 + 6 ⇒ (2) + 6 = 8
However the orcs blow has put him off more than he's admitting
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
"OK no more mr nice Dwarf" Jarsk drops his sap pulls out his hammer and lets rip into the half orc with his hammer
"Call off your mangy mutt or you will all be shark bait" he snarls at the other orc
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
"Sound tactics gnome" calls out Jarsk as he tries to edge round the far side of the half orc pulling out his new sap in one smooth movement sap attack: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
"Take that ya filthy half breed" adding in +1 on attack as they are dwarves hated enemy
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
"Are we forgetting the prisoners they might know a bit more about this Aleja pest." Jarsk looks round "Tell yer what. I'll escort this scholar to the cyphermages and you can ask yer new friends a question or two. Then we can meet at the brew house and plan our next move" It is fairly plain scholar and mages are not high in his list of esteemed occupations. Having delivered his charge to the cyphermages Jarsk intends to buy a sap and meet up with his colleagues at brew house to plan next move
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Jarsk takes a steady methodical approach to the searchingHe will always take ten if possible perception: 10 + 7 = 17
"I'll drink to that Although if these have more healing potions I might drink those" Says Jarsk to Galant and checks the ruffians for loot
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
"Now that's a nasty cut right there" says Jarsk swinging his hammer right at the blood to finish this quickly
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Reflex save: 1d20 + 5 ⇒ (16) + 5 = 21 "Crates stacked in an unsafe manner" calls out Jarsk as he deftly steps away from the biggest falling crate. He grimaces as it catches him on the shoulder. He then swings his hammer at the crate shoving idiot swinging to incapacitate rather than maim hammer: 1d20 + 6 - 4 ⇒ (20) + 6 - 4 = 22
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
"Careful those blades are too sharp" Jarsk swings his hammer to return the kidney punch hammer swing (2hands ins courage): 1d20 + 6 ⇒ (15) + 6 = 21
Male Dwarf ranger 2 Init +2; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework) AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 22 Fort +6, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
"Poor visibility indicates unsafe storage of hazardous materials. Need to ensure all employees properly accounted for" and with that Jarsk heads in and keeps to the right hand wall as he explores inside Moves in 20 foot if encounters nothing noteworthy will try another 20
About Ardiente, of the FuerteStatblock:
DEFENSE AC 35, touch 35, flat-footed 24 (+3 Shield, +7 Dex, +11 Monk, +4 Dodge) (Exploit Weakness another +8 dodge) hp 224 (16*8+6*16) Fort +16, Ref +17, Will +17 Immune fire, stunning, fatigue, exhaustion Weaknesses cold OFFENSE
Statistics:
Class Features:
AC Bonus (+4) Stunning Fist (DC27, 16/day) Fuse Styles Improved Unarmed Strike (2d8) Improved Evasion Improved Speed (+50ft) Maneuver Training High Jump Improved Pain Points (+2) Exploit Weakness (+23) Extreme Endurance (Immune to Fatigue, Exhaustion, Stunning) Defensive Roll (1/day) Quivering Palm (2/day) Skills:
Acrobatics: +26 (16 ranks, +7 Dex, +3 trained) (+16 when jumping) Bluff: +27 (16 ranks, +5 Cha, +6 Skill Focus) Earthbending: +34 (16 ranks, +7 Wis, +3 trained, +6 Skill Focus, +2 synergy) Firebending: +35 (16 ranks, +7 Wis, +3 trained +6 Skill Focus, +1 racial, +2 synergy) Fly: +23 (16 ranks, +7 Dex) Knowledge (Bending): +23 (16 ranks, +4 Int, +3 trained) Knowledge (Nobility): +12 (8 ranks, +4 Int) Perform (String): +13 (4 ranks, +5 Cha) Perform (Acting): +13 (3 ranks, +5 Cha) Perform (Dance): +9 (1 ranks, +5 Cha) Stealth: +26 (16 ranks, +7 Dex, +3 trained) Sense Motive: +22 (12 ranks, +7 Wis, +3 trained) Feats:
Style Feat 1 - Crane Style 1 - Snapping Turtle Style Style Feat 2 - Mantis Style 3 - Improved Grapple 5 - Snapping Turtle Clutch Style Feat 6 - Mantis Style 7 - Snapping Turtle Shell 9 - Crane Wing Style Feat 10 - Dragon Style 11 - Rapid Stunning (more than 1/round) 13 - Dragon's Ferocity Style Feat 14 - Crane Riposte 15 - Elemental Fist +4d6 Racial - Weapon Finesse
Firebird Style:
Firebird style of martial arts is a patient style, focusing on elaborate defenses. It waits for an opponent to make a mistake on the offense, and punishes their mistake with either a terrifying fiery grapple, or many hits to their opponent's pressure points while they are open. It combines many different forms to this end. Crane Style - When fighting defensively, you take -1 to attack, and gain +3 to AC (+4 with 3 ranks in Acrobatics). In addition, while fighting defensively, once per round if a melee attack hits you, you may deflect it and take no damage, and then take an attack of opportunity against the offender. Dragon Style - The practical uses of the Dragon style boil down to the power, but also the mastery of the Elemental Fist technique that comes along with it, allowing for devastating Fire attacks. (Elemental Fist deals +4d6 damage) Snapping Turtle Style - Using one hand for defense allows the other to find pressure points more easily. The circular blocks of the Snapping Turtle style also allow for easy grapples when an opponent misses. This is a deadly combination with Crane Style, allowing any melee attack thrown at the user to become a weapon. +3 Shield Bonus to AC and CMD, and a missed attack triggers a free grapple. Mantis Style - Holding their attacking hand in a point allows to strike their targets precisely - right where they hurt.
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