jooker |
The door is unlocked, untrapped, and opens easily.
Inside this room is a huge pit, it has sloped sides ten feet deep. It is quite obviously a dueling pit. Inside the pit is a monsterous, misshapen man. Its body twisted and deformed, this lumbering giant has tiny eyes and a mouth of jagged teeth presented in a furious roar. The creature holds a jagged spear and looks ready for a fight.
Initiative time!
I'll assume you started in crane style since you mentioned it only a couple posts ago.
Thais |
Thais fights defensively and throws a shuriken at the beast to test its defenses.
AC 22, 21 touch
Shuriken (attack): 1d20 + 5 ⇒ (1) + 5 = 6
Shuriken (damage): 1d2 ⇒ 2
well nevermind I guess... can you make your next monster a lock? I'll crit that.
Thais |
After Thais avoids the blow he aims a hit at the beast's weak spot, and another swing just for good measure. He is no longer fighting defensively.
Stunning Fist (attack): 1d20 + 8 ⇒ (19) + 8 = 27
Stunning Fist (damage): 1d6 + 1 ⇒ (2) + 1 = 3
DC 14 save for the stun
Unarmed (attack): 1d20 + 8 ⇒ (14) + 8 = 22
Unarmed (damage): 1d6 + 1 ⇒ (1) + 1 = 2
I forgot to -2 for flurry, so that's 25 and 20 to hit.
After his strikes he hops backwards.
jooker |
fort: 1d20 + 7 ⇒ (6) + 7 = 13 you bastard
Both attacks connect, and the creature stands in front of you, stunned. He drops his weapon and it clatters to the ground.
Monster stunned, go again.
Also, for the shuriken you missed with. 1=destroyed, 2=intact.
shuriken: 1d2 ⇒ 1
Your shuriken shattered when it hit the arena floor.
Thais |
NOOOOOOOOO! THAT WAS MY FAVORITE SHURIKEN!!!1!
Thais moves back up and strikes.
Unarmed (attack): 1d20 + 8 ⇒ (16) + 8 = 24
Unarmed (damage): 1d6 + 1 ⇒ (6) + 1 = 7
-2 for flurry
Unarmed (attack): 1d20 + 6 ⇒ (16) + 6 = 22
Unarmed (damage): 1d6 + 1 ⇒ (6) + 1 = 7
includes flurry
woo! damage!
Thais |
GAAAAHHH!
Unarmed (attack): 1d20 + 6 ⇒ (6) + 6 = 12
Unarmed (damage): 1d6 + 1 ⇒ (5) + 1 = 6
Unarmed (attack): 1d20 + 6 ⇒ (13) + 6 = 19
Unarmed (damage): 1d6 + 1 ⇒ (5) + 1 = 6
includes -2 for flurry
Thais 5-foot steps back.
Thais |
Thais picks up the spear and put it in his pack, then uses the potion to heal up.
Potion of CMW: 2d8 + 3 ⇒ (1, 3) + 3 = 7
Potion of CLW: 1d8 + 1 ⇒ (2) + 1 = 3
still needed a CLW
Thais |
Thais goes into Crane Style as a swift action, and moves up to attack the first monster defensively using his morningstar.
AC 22, 21 touch
Morningstar (attack): 1d20 + 5 ⇒ (8) + 5 = 13
Morningstar (damage): 1d8 ⇒ 5
jooker |
You know these are zombies. They have DR 5/slashing. They take 5 less damage from every source other than slashing.
So actually, your morningstar not only did no damage but your piercing will be just as ineffective.
Furthermore, you know they are staggered.
Staggered (Ex)
Zombies have poor reflexes and can only perform a single move action or standard action each round (it has the staggered condition.) A zombie can move up to its speed and attack in the same round as a charge action.
You do know that something like holy water would be effective against them.
Thais |
Still fighting defensively Thais pulls out and throws holy water at the red zombie.
Holy Water (attack): 1d20 + 4 ⇒ (7) + 4 = 11
Holy Water (damage): 2d4 ⇒ (1, 4) = 5
Thais then pulls back to the archway.
Thais |
Fighting defensively Thais throws another bottle at the red zombie.
Holy Water (attack): 1d20 + 6 ⇒ (15) + 6 = 21
Holy Water (damage): 2d4 ⇒ (2, 4) = 6
1 splash dmg to green
Thais |
oops, I forgot to -2 for fighting defensively before. it hit anyway.
Holy Water (attack): 1d20 + 4 ⇒ (7) + 4 = 11
Holy Water (damage): 2d4 ⇒ (1, 2) = 3
Thais |
With a great deal of panache Thais deals a precise blow to the creature. No longer fighting defensively.
1 panache used to double the precise strike bonus, 1 more panache used for the precise strike itself
Unarmed (attack): 1d20 + 6 ⇒ (15) + 6 = 21
Unarmed (damage): 1d6 + 7 ⇒ (4) + 7 = 11
Thais |
Thais wipes off as best he can after handling all those bodies, and heads over to check the next door.
Trap Perception: 1d20 + 9 ⇒ (2) + 9 = 11
Another +2 if the trap is in stone
Thais |
Strength: 1d20 ⇒ 7
Thais tries to push the door, but can't get much force behind it.
assuming that doesn't do it...
He begins breaking down the door.
Unarmed L (attack): 1d20 + 6 ⇒ (12) + 6 = 18
Unarmed L (damage): 1d6 + 1 ⇒ (2) + 1 = 3
Unarmed R (attack): 1d20 + 6 ⇒ (12) + 6 = 18
Unarmed R (damage): 1d6 + 1 ⇒ (2) + 1 = 3
jooker |
The door creaks with your effort, but does not move. The wood of the door is hard and seems to absorb the impact from your blows. Objects like doors and walls have something called hardness, which is similar to DR/- in that it reduces all physical incoming damage by a certain amount. It might be better to take 20 on the strength check. This will take 10 minutes.
Cold timer: 25/60
Thais |
Thais moves to the fork in the hall and checks around a bit before continuing.
Perception: 1d20 + 7 ⇒ (4) + 7 = 11
+2 for traps, another +2 if the trap is in stone
jooker |
As you enter the room, it is as if you have entered the house of a noble of the highest social stature. The air is heavy with perfume and rich foods. The sound of music and laughter fills your ears. Ten men and women mill about the room. They make no note of you as you enter them room. It is as if you do not exist to them at all.
A fireplace commands the east side of the room. The partygoers stand around the five wooden tables.
Thais |
Thais stops sneaking and addresses the group.
"Hello there! Pardon my intrusion. I am Thais, an adventurer. If you don't mind my asking, what are you celebrating?"
Diplomacy: 1d20 + 2 ⇒ (10) + 2 = 12