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*Pathfinder & Starfinder
14th frenzied Bexerker w/ a +3 B-Sword = about +48 to damage per blow +1d10 [merged]
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<blockquote data-quote="Lasher Dragon" data-source="post: 2052482" data-attributes="member: 26634"><p>Damn Shuffle I didn't see that you had posted Chill Touch - sorry, that's it</p><p></p><p>Chill Touch</p><p>Necromancy</p><p>Level: Sor/Wiz 1</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Touch</p><p>Targets: Creature or creatures touched (up to one/level)</p><p>Duration: Instantaneous</p><p>Saving Throw: Fortitude partial or Will negates; see text</p><p>Spell Resistance: Yes</p><p>A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.</p><p>An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.</p><p></p><p>Panicked: Characters who are panicked are shaken, and they run away from the source of their fear as quickly as they can. Other than running away from the source, their path is random. They flee from all other dangers that confront them rather than facing those dangers. Panicked characters cower if they are prevented from fleeing. (I don't know the layout of where this battle would take place, but for the FB's sake I hope it's out in the open so he can run like a beotch LOL)</p><p></p><p>Cowering: The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses her Dexterity bonus (if any).</p><p></p><p></p><p>So, he either runs away as fast as he can, or he cowers while everyone beats on him and casts whatever other nasty spells they want. Oh and if he snaps out, I can just touch him again (depending of course on my caster level).</p></blockquote><p></p>
[QUOTE="Lasher Dragon, post: 2052482, member: 26634"] Damn Shuffle I didn't see that you had posted Chill Touch - sorry, that's it Chill Touch Necromancy Level: Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Touch Targets: Creature or creatures touched (up to one/level) Duration: Instantaneous Saving Throw: Fortitude partial or Will negates; see text Spell Resistance: Yes A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level. An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level. Panicked: Characters who are panicked are shaken, and they run away from the source of their fear as quickly as they can. Other than running away from the source, their path is random. They flee from all other dangers that confront them rather than facing those dangers. Panicked characters cower if they are prevented from fleeing. (I don't know the layout of where this battle would take place, but for the FB's sake I hope it's out in the open so he can run like a beotch LOL) Cowering: The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses her Dexterity bonus (if any). So, he either runs away as fast as he can, or he cowers while everyone beats on him and casts whatever other nasty spells they want. Oh and if he snaps out, I can just touch him again (depending of course on my caster level). [/QUOTE]
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14th frenzied Bexerker w/ a +3 B-Sword = about +48 to damage per blow +1d10 [merged]
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