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Goblin Harsk deck
![]() Card feat is an Ally.
I have marginal interest in the Weapon 2, but as it's only marginal, I will readily defer that to anyone else who would like it. ![]()
Goblin Harsk deck
![]() Goblin Harsk did already, so he'll continue. After the nasty longshanks Cultist, Goblin Harsk sits sulking, licking his wounds. He looks at the top card of the location — it's a Heavy Pick, a Weapon 2! — resets his hand in hopes of drawing another blessing (no such luck there), and will be done. Goblin Harsk wrote:
Skills and Powers: SKILLS
STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3 Ranged: DEX +3 CON d10 [X]+1 [ ]+2 [ ]+3 Fortitude: CON +2 INT d6 [ ]+1 [ ]+2 WIS d6 [X]+1 [ ]+2 [ ]+3 Perception or Survival: WIS +1 CHA d4 [ ]+1 Hand Size 5 [X] 6 [ ] 7
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Goblin Harsk deck
![]() Goblin Harsk whistles an off-key tune as he moves past Gobloch, straight into another silly longshanks Skinsaw Ritual. Reveal Deathbane Light Crossbow +1.
Gobloch has already beaten his, so Urgraz and Ranzak up with their Combat 11 checks. Will continue turn after. ![]()
Goblin Harsk deck
![]() Goblin Harsk shouldn't need a blessing to defeat it. Reveal Deathbane Light Crossbow +1.
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Goblin Harsk deck
![]() Top of Blessings pile is Blessing of Irori. Goblin Harsk goes hunting again! He finds a LIght Crossbow, which does not look tasty. But he picks it up anyway (can't fail a DC 4 DEX check) and carries on. Discard Blessing of the Gods to explore again. This time it's a longshanks Cultist, trying to spread the word about peace, love, and understanding. Goblin Harsk is having none of it, though.
Discard Blessing of Erastil to explore again. He finds a suit of shiny armor!
After shoving it unceremoniously into his tattered bag, he will discard the extra Light Crossbow in hopes to draw something useful, reset his hand, scout the top card — it's a Trapped Passageway barrier — and be done. Goblin Harsk wrote:
Skills and Powers: SKILLS
STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3 Ranged: DEX +3 CON d10 [X]+1 [ ]+2 [ ]+3 Fortitude: CON +2 INT d6 [ ]+1 [ ]+2 WIS d6 [X]+1 [ ]+2 [ ]+3 Perception or Survival: WIS +1 CHA d4 [ ]+1 Hand Size 5 [X] 6 [ ] 7
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Goblin Harsk deck
![]() Goblin Harsk wrote:
Skills and Powers: SKILLS
STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3 Ranged: DEX +3 CON d10 [X]+1 [ ]+2 [ ]+3 Fortitude: CON +2 INT d6 [ ]+1 [ ]+2 WIS d6 [X]+1 [ ]+2 [ ]+3 Perception or Survival: WIS +1 CHA d4 [ ]+1 Hand Size 5 [X] 6 [ ] 7
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Goblin Harsk deck
![]() Oh, that's right, I forgot about the Goblin trait part. So it's the Malfunctioning Deathtrap instead. DC 5 DEX is still pretty good chance that Goblin Harsk defeats it. Also, thanks for the "examine" information. A little more dangerous now, I suppose! DC 5 DEX: 1d10 + 3 ⇒ (10) + 3 = 13 success
Goblin Harsk will use his Shiny Feel-Better Stick (recharge Staff of Minor Healing to recharge Blessing of the Gods from discard pile), reset his hand, peek at the top card veeeeery tentatively — it's a Spell 2, Cauterize — and be done. ![]()
Goblin Harsk deck
![]() Goblin Harsk is pleased to explore Munchmeat Manor — how many places can you go that have "meat" right in the name? There has to be some food here, right? Well, not yet. He digs around and finds a bunch of arrows. Goblin Harsk is hungry, but not that hungry. Still, he picks them up (can't fail a DC 4 DEX check) and keeps looking. Discard a Blessing of the Gods to explore again. It's a bunch of (other) goblins! They want the munchmeat too! Well, not on Goblin Harsk's watch! So it's a Barrier, but no check to defeat it. Do we need a set of Thieves' Tools or something to get past it? ![]()
Goblin Harsk deck
![]() Goblin Harsk wrote:
Skills and Powers: SKILLS
STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3 Ranged: DEX +3 CON d10 [X]+1 [ ]+2 [ ]+3 Fortitude: CON +2 INT d6 [ ]+1 [ ]+2 WIS d6 [X]+1 [ ]+2 [ ]+3 Perception or Survival: WIS +1 CHA d4 [ ]+1 Hand Size 5 [X] 6 [ ] 7
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Goblin Harsk deck
![]() I won't be able to update my deck until this evening, but I'll gladly take the Armor 2. :-) ![]()
Goblin Harsk deck
![]() So, since Gobloch didn't take anything last time around, I'll give him first dibs on any upgrade Goblin Harsk might want (I'd only want an Armor 2). ![]()
Goblin Harsk deck
![]() Goblin Harsk has no blessings in hand and thus no way to aid in this combat check, sadly, since he is at the same location. :-/ ![]()
Goblin Harsk deck
![]() DC 9 DEX from Ranzak's turn: 1d10 + 3 ⇒ (7) + 3 = 10 Goblin Harsk looks about and sees there's nowhere to go but the Warrens, so he heads off. He pokes around a bit and finds a little thing that makes noise!
With no way to continue exploring, he plays with the chime some more, looks at the top card — it's a Big Ol' Owly Thing henchman — recharges the armor in his hand and resets it. Goblin Harsk wrote:
Skills and Powers: SKILLS
STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3 Ranged: DEX +3 CON d10 [X]+1 [ ]+2 [ ]+3 Fortitude: CON +2 INT d6 [ ]+1 [ ]+2 WIS d6 [ ]+1 [ ]+2 [ ]+3 Perception or Survival: WIS +1 CHA d4 [ ]+1 Hand Size 5 [X] 6 [ ] 7
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Goblin Harsk deck
![]() Goblin Harsk recharges his Light Crossbow on the Combat check, and offers a Blessing of the Gods for the closing DEX check. ![]()
Goblin Harsk deck
![]() BTW, Ranzak, do I get the BotG back at the end of the game? Or do I replace it with something else? ![]()
Goblin Harsk deck
![]() Goblin Harsk wanders over to the Farmhouse, where he finds a longshanks Cultist waiting. AS he does not like longshanks, cultist or otherwise, he decides to dispatch her with alacrity. (Also, he isn't sure what alacrity means, but it sounds cool like electricity, so maybe they're the same.) Reveal Archer's Bracers and Light Crossbow.
Without a way to continue exploring, Goblin Harsk decides it's time for a nap. Recharge Magic Leather Armor, then check top card at the Farmhouse — it's Piggy! — and reset hand. Goblin Harsk wrote:
Skills and Powers: SKILLS
STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3 Ranged: DEX +3 CON d10 [X]+1 [ ]+2 [ ]+3 Fortitude: CON +2 INT d6 [ ]+1 [ ]+2 WIS d6 [ ]+1 [ ]+2 [ ]+3 Perception or Survival: WIS +1 CHA d4 [ ]+1 Hand Size 5 [X] 6 [ ] 7
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Goblin Harsk deck
![]() Taking the BotG would be fine. Goblin Harsk will also recharge his friend Fox, NotFriend, to give Ranzak an additional 1d4 on the INT check. ![]()
Goblin Harsk deck
![]() Oh, yeah! Armor 2 for certain! Goblin Harsk resets his hand and is done. Goblin Harsk wrote:
Skills and Powers: SKILLS
STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3 Ranged: DEX +3 CON d10 [X]+1 [ ]+2 [ ]+3 Fortitude: CON +2 INT d6 [ ]+1 [ ]+2 WIS d6 [ ]+1 [ ]+2 [ ]+3 Perception or Survival: WIS +1 CHA d4 [ ]+1 Hand Size 5 [X] 6 [ ] 7
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Goblin Harsk deck
![]() Goblin Harsk snores himself awake and, still bleary-eyed, wanders deeper into the Dying Garden. He finds a weird, blue, swirly thing.
He doesn't know what it is, but picks it up anyway, and it compels him further...
DC 9 DEX: 1d10 + 3 ⇒ (7) + 3 = 10 success
DC 14 Combat: 1d10 + 5 + 2 + 1d8 + 1 + 1d6 ⇒ (7) + 5 + 2 + (5) + 1 + (5) = 25 success
Try to close, with Survival check. Discard Blessing of Erastil for an extra d6. If anyone has some help they are willing to offer, I'd be grateful; without help I'm at a 58% chance to close. location close (please add any help offered): DC 8 Survival: 2d6 + 1 ⇒ (5, 3) + 1 = 9
The location says: Before closing, search the location deck for a boon and draw it. I presume that relies on the close check being successful? If so, I will pick a boon after we determine it's closed then. ![]()
Goblin Harsk deck
![]() cartmanbeck wrote: @JohnF: Goblin dogs are actually dog-sized rodents (not goblinoid or dogs at all), and people call them Goblin Dogs because goblins ride them and don't hate them, so I guess they're a goblin's best friend? LOL Not true! Goblin Harsk's best friend is his pet fox, NotFriend. ;-) Of course he also has a Dog in his deck (named NotLikeOtherDogs, naturally), so apparently Goblin Harsk doesn't hate all dogs. LOL ![]()
Goblin Harsk deck
![]() Right now, Goblin Harsk has two Blessing of the Gods in his discard pile. Ranzak is welcome to one. He'd certainly take the Thieves' Tools to get past the Slashing Blade barrier on his turn. ![]()
Goblin Harsk deck
![]() Goblin Harsk makes his way over to the Dying Garden. It's not often something else is as hungry as he is, but in this case there is: he finds a ghoul! Reveal Archer's Bracers and Deathbane Light Crossbow +1.
With the Ghoul gone, Goblin Harsk continues his quest in the Dying Garden.
He sits down to ponder and reassess his life. This lasts for about three seconds before he is snoring away on the ground.
Goblin Harsk wrote:
Skills and Powers: SKILLS
STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3 Ranged: DEX +3 CON d10 [X]+1 [ ]+2 [ ]+3 Fortitude: CON +2 INT d6 [ ]+1 [ ]+2 WIS d6 [ ]+1 [ ]+2 [ ]+3 Perception or Survival: WIS +1 CHA d4 [ ]+1 Hand Size 5 [X] 6 [ ] 7
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Goblin Harsk deck
![]() Goblin Harsk ducks his oversized head under an Overturned Boat. Ooh! A large chest! Maybe something tasty inside! I don't think it's worth spending a blessing on this. DC 9 DEX: 1d10 + 3 ⇒ (5) + 3 = 8 fail After a few seconds of picking at the lock, he gets bored and shoves it to the side. Discard blessing of the Gods to explore again. Goblin Harsk finds a snake! Wriggly and squiggly! No blessing on this one either. DC 6 Survival: 1d6 + 1 ⇒ (4) + 1 = 5 Nope. The snake wants to be friends, but Goblin Harsk has enough friends right now and pops the reptile into his mouth instead. Mmm... Chewing in what passes for thoughtful contemplation, Goblin Harsk looks ahead — top card at Overturned Boat is a Battered Chest — resets his hand, and is done. Goblin Harsk wrote:
Skills and Powers: SKILLS
STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3 Ranged: DEX +3 CON d10 [X]+1 [ ]+2 [ ]+3 Fortitude: CON +2 INT d6 [ ]+1 [ ]+2 WIS d6 [ ]+1 [ ]+2 [ ]+3 Perception or Survival: WIS +1 CHA d4 [ ]+1 Hand Size 5 [X] 6 [ ] 7
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Goblin Harsk deck
![]() Goblin Harks (and Ranzak) will start at the Overturned Boat. Goblin Harsk wrote:
Skills and Powers: SKILLS
STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3 Ranged: DEX +3 CON d10 [X]+1 [ ]+2 [ ]+3 Fortitude: CON +2 INT d6 [ ]+1 [ ]+2 WIS d6 [ ]+1 [ ]+2 [ ]+3 Perception or Survival: WIS +1 CHA d4 [ ]+1 Hand Size 5 [X] 6 [ ] 7
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Goblin Harsk deck
![]() Goblin Harsk would love to have an Item 2 as well. (Staff of Minor Healing? Yes please.) ![]()
Goblin Harsk deck
![]() My choice would be a Weapon 2 or an Item 2. If I can have both I'll take the second upgrade, otherwise I will skip it. Power feat will likely be increase in hand size. ![]()
Goblin Harsk deck
![]() And Goblin Harsk can discard his crossbow as well. If Ranzak still has the Eye, I think that gives him a 90% chance of success without a blessing (95% with, but it might be best to keep the blessing for Gobloch's check. ![]()
Goblin Harsk deck
![]() Assuming Blessing of the Archdevils works like most blessings where it provides an extra die, my check would then be 2d10+3 to close the Warrens, which appears to be equal to Ranzak's (both a minimum of 5). ![]()
Goblin Harsk deck
![]() With no magic weapon in hand, Goblin Harsk is of no help versus the Ghost at present. Going to the Warrens will put at least one random monster on top of the Mill deck, which would be a Good Thing [tm] if Gobloch needs to explore there again but gives us more cards to go through there. Sigh. Also, miscounted when I said eight turns, obviously. >.< Goblin Harsk moves to the Warrens and finds a Faceless Stalker, which calls forth a friend to the Mill. GM, please put a random monster from the box on top of the Mill location. Cannot make DC 7 WIS check by itself, so DC of Faceless Stalker will increase by 2. Reveal Archer's Bracers and Light Crossbow. 81% chacne but it's a risk I should take to keep the blessing in hand so we can keep exploring.
Goblin Harsk shows that stalker what it's like to lose a face for reals, and then keeps digging in the Warrens. Discard Blessing of the Gods to explore again.
DC 7 CON: 1d10 + 1 ⇒ (7) + 1 = 8 w00t, made it!
Discard Standard Bearer to explore again. Ooh! Goblin Harsk finds another longshanks human Bandit. The location henchman! GM, please put another random monster from the box on top of the Mill location. Recharge Warhammer, per the Bandit card text, then reveal Archer's Bracers and Light Crossbow.
And attempt to close the location with a DC 6 DEX check...
Reset hand, look at the top card of the Warrens — it's a Cure spell — and be done. Goblin Harsk wrote:
Skills and Powers: SKILLS
STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3 Ranged: DEX +3 CON d10 [X]+1 [ ]+2 [ ]+3 Fortitude: CON +2 INT d6 [ ]+1 [ ]+2 WIS d6 [ ]+1 [ ]+2 [ ]+3 Perception or Survival: WIS +1 CHA d4 [ ]+1 Hand Size 5 [ ] 6 [ ] 7
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Goblin Harsk deck
![]() Two locations remain and eight turns to clear them. Much as Goblin Harsk could use a heal, I'm not certain we can spare the time sink. I'll just play much more cautiously. ![]()
Goblin Harsk deck
![]() cartmanbeck wrote: @Thunderspirit: If you had a blessing in hand at the end of your turn (doesn't look like you did, but I thought I'd check) you could banish it to draw a random one from the box. I did not. I had banished the only blessing in my hand to close the Shrine. ![]()
Goblin Harsk deck
![]() Strategy-wise, I always thought it made more sense to do the Warrens last, so the random monster drops don't go anywhere. YMMV. Goblin Harsk wanders over to the Shrine to Lamashtu, which makes him feel warm and fuzzy in that Lamashtu sort of way. He finds a longshanks Bandit henchman!
DC 8 Combat: 1d10 + 5 + 2 + 1d8 ⇒ (10) + 5 + 2 + (3) = 20 success Banish Blessing of Erastil to close location, then reset hand. Goblin Harsk wrote:
Skills and Powers: SKILLS
STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3 Ranged: DEX +3 CON d10 [X]+1 [ ]+2 [ ]+3 Fortitude: CON +2 INT d6 [ ]+1 [ ]+2 WIS d6 [ ]+1 [ ]+2 [ ]+3 Perception or Survival: WIS +1 CHA d4 [ ]+1 Hand Size 5 [ ] 6 [ ] 7
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Goblin Harsk deck
![]() Haha, of course it's a Skeleton. >.< Ah well, moving the DC to 11 still is a 96% chance to beat it. Reveal Archer's Bracers and Light Crossbow.
Goblin Harsk closes the Nettlemaze, resets his hand, looks plaintively at Gobloch hoping for a heal, and resets his hand. Goblin Harsk wrote:
Skills and Powers: SKILLS
STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3 Ranged: DEX +3 CON d10 [X]+1 [ ]+2 [ ]+3 Fortitude: CON +2 INT d6 [ ]+1 [ ]+2 WIS d6 [ ]+1 [ ]+2 [ ]+3 Perception or Survival: WIS +1 CHA d4 [ ]+1 Hand Size 5 [ ] 6 [ ] 7
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Goblin Harsk deck
![]() Hoping to cajole a heal out of Gobloch, Goblin Harsk moves to the Nettlemaze. He finds a Bandit longshanks henchman waiting, who startles him tot he point that he tucks the shiny new filthy Elven Cloak out of sight.
Goblin Harsk will attempt to close the Nettlemaze — GM, please summon a random monster. ![]()
Goblin Harsk deck
![]() Goblin Harsk, not altogether interested in the Shopkeepers Daughter, makes his way into the Woods. He finds a filthy Elven Cloak. He hates it, but nights in the Woods can get cold, so...
Discard BotG to explore again.
DC 5 INT: 1d6 ⇒ 1 Haha, nope Tired, he settles down under his new filthy Elven Cloak for a nap, though he scouts about first to find a Bandit henchman lurking in the trees up ahead. Goblin Harsk wrote:
Skills and Powers: SKILLS
STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3 Ranged: DEX +3 CON d10 [X]+1 [ ]+2 [ ]+3 Fortitude: CON +2 INT d6 [ ]+1 [ ]+2 WIS d6 [ ]+1 [ ]+2 [ ]+3 Perception or Survival: WIS +1 CHA d4 [ ]+1 Hand Size 5 [ ] 6 [ ] 7
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Goblin Harsk deck
![]() Goblin Harsk makes his way to the Mill, cos, y'know, hungry and goblin go together. He finds a Trapped Locker — maybe food inside? Discard Blessing of the Gods, cos losing 1d4-1 cards off my deck would suuuuuck
GM, please generate 1 random armor for Goblin Harsk's hand. Goblin Harsk will look at the top card — Shopkeeper's Daughter — and reset his hand to be done. Goblin Harsk wrote:
Skills and Powers: SKILLS
STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3 Ranged: DEX +3 CON d10 [X]+1 [ ]+2 [ ]+3 Fortitude: CON +2 INT d6 [ ]+1 [ ]+2 WIS d6 [ ]+1 [ ]+2 [ ]+3 Perception or Survival: WIS +1 CHA d4 [ ]+1 Hand Size 5 [ ] 6 [ ] 7
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Goblin Harsk deck
![]() ARRGH, Paizo postmonster ate my post. >:-( I can redo it, though I have an advantage now that I didn't have before. Or I can try to summarize instead. (spoiler: I didn't accomplish much.) ![]()
Goblin Harsk deck
![]() Goblin Harsk can try the DC 8 Fortitude check unless someone else needs to use that one. His odds aren't great to make it (60%, or 40% if it turns out it's a DC 10 instead), but then he's at a base 8+d10+d8 for his combat check without using a blessing. I presume that Ranzak's combat check is less than that, so I'll plan to let him use the Thieves' Tools to auto-defeat. ![]()
Goblin Harsk deck
![]() Goblin Harsk moves back into the Treacherous Cave, his tummy rumbling and grumbling, He finds a bottle with red liquid in it...shiny and (perhaps) tasty!
Discard Dog card to explore again.
DC 4 WIS: 1d6 ⇒ 5 success
Bury Torch to explore again.
Goblin Harsk isn't quite done yet... Discard Blessing of the Gods to explore again.
The plate is disappointing enough that Goblin Harsk throws it out of the Treacherous Cave, and sits down with his growling, empty tummy to pout a bit. Reset hand, look at the last card at the Treacherous Cave — it's the Longshanks Adventurers henchmen barrier, of course — and done.
Goblin Harsk wrote:
Skills and Powers: SKILLS
STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3 Ranged: DEX +3 CON d10 [X]+1 [ ]+2 [ ]+3 Fortitude: CON +2 INT d6 [ ]+1 [ ]+2 WIS d6 [ ]+1 [ ]+2 [ ]+3 Perception or Survival: WIS +1 CHA d4 [ ]+1 Hand Size 5 [ ] 6 [ ] 7
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Goblin Harsk deck
![]() So no need for anyone else to spend resources, though they still need to attempt the checks if I'm reading the card correctly.
Goblin Harsk discards his hand, resets it, then looks at the top card once the GM has reshuffled the location deck. Goblin Harsk wrote:
Skills and Powers: SKILLS
STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3 Ranged: DEX +3 CON d10 [X]+1 [ ]+2 [ ]+3 Fortitude: CON +2 INT d6 [ ]+1 [ ]+2 WIS d6 [ ]+1 [ ]+2 [ ]+3 Perception or Survival: WIS +1 CHA d4 [ ]+1 Hand Size 5 [ ] 6 [ ] 7
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Goblin Harsk deck
![]() Goblin Harsk strides forward, full of confidence and bravado, into the Treacherous Cave. This not so bad, he thinks. Not treacherous at all! ...until, of course, he meets a Plague Zombie. This is less fun now. In fact, it sucks.
Discard Fox to explore again.
What it brings back is a bunch of longshanks! Quote:
Goblin Harsk has a set of Masterwork Tools he can recharge for his check. He also has a Blessing of Erastil to contribute toward someone else's check. ![]()
Goblin Harsk deck
![]() Goblin Harsk wrote:
Skills and Powers: SKILLS
STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [X]+3 Ranged: DEX +3 CON d10 [X]+1 [ ]+2 [ ]+3 Fortitude: CON +2 INT d6 [ ]+1 [ ]+2 WIS d6 [ ]+1 [ ]+2 [ ]+3 Perception or Survival: WIS +1 CHA d4 [ ]+1 Hand Size 5 [ ] 6 [ ] 7
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Goblin Harsk deck
![]() I'm fine with the Weapon 2 going to Urgraz. I would like the Weapon 1. If we need to roll off for it, so be it. roll off, if needed:
1d1000 ⇒ 151 I'm fine with playing through Outpost if you guys are. ![]()
Goblin Harsk deck
![]() Goblin Harsk takes a look at the last card at the Birdcruncher Cave. It's a longshanks Scout! She shoots an arrow at Goblin Harsk! Ranged damage: 1d4 - 1 ⇒ (3) - 1 = 2
Furious, Goblin Harsk retaliates!
DC 8+2 Combat check: 1d10 + 5 + 1d8 + 1 + 1d6 ⇒ (9) + 5 + (6) + 1 + (1) = 22 success Goblin Harsk resets his hand and is done. Goblin Harsk wrote:
Skills and Powers: SKILLS
STR d6 [ ]+1 [ ]+2 [ ]+3
DEX d10 [X]+1 [X]+2 [ ]+3 Ranged: DEX +3 CON d10 [X]+1 [ ]+2 [ ]+3 Fortitude: CON +2 INT d6 [ ]+1 [ ]+2 WIS d6 [ ]+1 [ ]+2 [ ]+3 Perception or Survival: WIS +1 CHA d4 [ ]+1 Hand Size 5 [ ] 6 [ ] 7
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