| Zabivat Bankrotstvo |
"True enough! Let us secure our weapons and attempt the crossing."
Same, take ten for 17, but if I can't, roll below
Swim: 1d20 + 7 ⇒ (6) + 7 = 13
| Zabivat Bankrotstvo |
If it seems like Finn might start to go under, Zabivat will jump in and try to aid him in swimming
Swim check if needed: 1d20 + 7 ⇒ (19) + 7 = 26
| Zabivat Bankrotstvo |
Struggling with the blue man, Zabivat gives another tug, attempting to drag him to shore. "A little...help....would be....nice!"
Swim: 1d20 + 7 ⇒ (20) + 7 = 27
CMB: 1d20 + 5 ⇒ (10) + 5 = 15
That's one heckuva CMD there.
| GMEDWIN |
Normally a high CMD is a good thing except when someone is trying to keep you from drowning. I don't think being flat footed has anything to do with it. I was a lifeguard trainee and they said trying to grab someone who is drowning is one of the hardest things to do because they aren't thinking clearly.
| Zabivat Bankrotstvo |
Oh no, I completely agree, helping someone drowning is hard, and not something I'd like to do IRL. I'm just surprised as how high Finn's CMD is, considering it's based on Str/Dex/BAB. Mine's only a 17
| Zabivat Bankrotstvo |
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
| GMEDWIN |
GM Rolls
A circle of electric energy bursts around you from 360 degrees causing 2d8 ⇒ (5, 6) = 11 of lethal damage
Reflex DC14 Finn 1d20 + 1 ⇒ (3) + 1 = 4 fail, zab 1d20 + 2 ⇒ (18) + 2 = 20 pass, Fijit 1d20 + 8 ⇒ (13) + 8 = 21 pass, Grimma 1d20 + 1 ⇒ (9) + 1 = 10 fail. Passed characters take half damage
Grimma and Finn are unconscious.
Initiative: Zab 1d20 + 4 ⇒ (1) + 4 = 5, Fijit 1d20 + 3 ⇒ (13) + 3 = 16, Finn 1d20 + 1 ⇒ (12) + 1 = 13, Grimma1d20 + 1 ⇒ (16) + 1 = 17, Lizards 1d20 + 6 ⇒ (19) + 6 = 25
Round 1
Two lizards that have a pale yellow underside, with bright green scales elsewhere on their 3-foot-long bodies, and weigh about 25 pounds attack,
lizard 1 moves within five feet and attacks Zabivat with a shock 1d8 ⇒ 5 Reflex DC 12 for half 1d20 + 2 ⇒ (1) + 2 = 3 fail
Lizard 2 moves within five feet of Fijit and attacks with a shock 1d8 ⇒ 5 Reflex DC 12 for half 1d20 + 8 ⇒ (16) + 8 = 24 pass
Grimma (unconscious),Fijit, Finn, Zab
| Zabivat Bankrotstvo |
Round 1
HP 4/14 (6/16 Rage)
AC 15 T12 FF13 CMD 17
F/R/W 4/2/1
Rage 5/6
Effects
Rage
Seeing two of her new friends go down by the electric lizards, Zabivat becames furoius, taking up her hammer and bringing it down upon the one near her.
Rage, standard to smash. If it dies, move to the one on Fijit
Attack w/ PA & Rage: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23
Damage w/ PA & Rage: 2d6 + 9 + 3 ⇒ (2, 3) + 9 + 3 = 17
| GMEDWIN |
Fijit misses with her rapier.
Zabivat strikes the lizard true but it is still up.
Finn and Grimma can stabilize
Round 2
Lizard 1 attacks Zabivat with a shock 1d8 ⇒ 4 Reflex DC 12 for half 1d20 + 2 ⇒ (13) + 2 = 15 pass
Lizard 2 attacks Fijit with a shock 1d8 ⇒ 2 Reflex DC 12 for half 1d20 + 8 ⇒ (11) + 8 = 19 pass Fijit is staggered.
Fijit, Zab
| Zabivat Bankrotstvo |
Round 2
HP 4/14 (6/16 Rage)
AC 15 T12 FF13 CMD 17
F/R/W 4/2/1
Rage 4/6
Effects
Rage
Zabivat continues her assault against her lizard.
Attack: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 2d6 + 12 ⇒ (4, 6) + 12 = 22
| Zabivat Bankrotstvo |
Round 3
HP 4/14 (6/16 Rage)
AC 15 T12 FF13 CMD 17
F/R/W 4/2/1
Rage 3/6
Effects
Rage
Her lizard dead, she immediately moves to the one that just dropped Fijit, a renewed vigor through here.
Attack: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 2d6 + 12 ⇒ (1, 1) + 12 = 14
| Zabivat Bankrotstvo |
Ouch. Min damage. Good chance I'm gonna drop after I end rage myself depending on how much that thing does and my save. Here's hoping for the best!
| Grimma Fireforge |
Recovering without Help: A severely wounded character left alone usually dies. He has a small chance of recovering on his own. Treat such characters as those attempting to recover with help, but every failed Constitution check to regain consciousness results in the loss of 1 hit point. An unaided character does not recover hit points naturally. Once conscious, the character can make a DC 10 Constitution check once per day, after resting for 8 hours, to begin recovering hit points naturally. The character takes a penalty on this roll equal to his negative hit point total. Failing this check causes the character to lose 1 hit point, but this does not cause the character to become unconscious. Once a character makes this check, he continues to heal naturally and is no longer in danger of losing hit points naturally.
Recovering with Help: One hour after a tended, dying character becomes stable, the character must make a DC 10 Constitution check to become conscious. The character takes a penalty on this roll equal to his negative hit point total. Conscious characters with negative hit point totals are treated as disabled characters. If the character remains unconscious, he receives another check every hour to regain consciousness. A natural 20 on this check is an automatic success. Even if unconscious, the character recovers hit points naturally. He automatically regains consciousness when his hit points rise to 1 or higher.
| Zabivat Bankrotstvo |
As of right now, I'm still conscious even after dropping rage. I posted the nonlethal recovery for Fijit. She'll heal 1 point/hour.
Nonlethal damage represents harm to a character that is not life-threatening. Unlike normal damage, nonlethal damage is healed quickly with rest.
Dealing Nonlethal Damage: Certain attacks deal nonlethal damage. Other effects, such as heat or being exhausted, also deal nonlethal damage. When you take nonlethal damage, keep a running total of how much you've accumulated. Do not deduct the nonlethal damage number from your current hit points. It is not “real” damage. Instead, when your nonlethal damage equals your current hit points, you're staggered (see below), and when it exceeds your current hit points, you fall unconscious.
Nonlethal Damage with a Weapon that Deals Lethal Damage: You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you take a –4 penalty on your attack roll.
Lethal Damage with a Weapon that Deals Nonlethal Damage: You can use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage instead, but you take a –4 penalty on your attack roll.
Staggered and Unconscious: When your nonlethal damage equals your current hit points, you're staggered. You can only take a standard action or a move action in each round (in addition to free, immediate, and swift actions). You cease being staggered when your current hit points once again exceed your nonlethal damage.
When your nonlethal damage exceeds your current hit points, you fall unconscious. While unconscious, you are helpless.
Spellcasters who fall unconscious retain any spellcasting ability they had before going unconscious.
If a creature's nonlethal damage is equal to his total maximum hit points (not his current hit points), all further nonlethal damage is treated as lethal damage. This does not apply to creatures with regeneration. Such creatures simply accrue additional nonlethal damage, increasing the amount of time they remain unconscious.
Healing Nonlethal Damage: You heal nonlethal damage at the rate of 1 hit point per hour per character level. When a spell or ability cures hit point damage, it also removes an equal amount of nonlethal damage.
Zabivat's rage ends, and she gets to work seeing what she can do to help her fallen comrades. Moving first to Finn, she tries to stabilize their wounds from the electrical attacks. Seeing he's stable, she moves on to Grimm next
Heal: 1d20 ⇒ 13
Heal: 1d20 ⇒ 17 Grimma Stablized
Once all are not in danger, she sets to work about making a litter out of bedroll, rope and some downed branches.
| Grimma Fireforge |
Recovering DD10: 1d20 + 2 - 2 ⇒ (13) + 2 - 2 = 13
After one hour Grimma regain counciousness. She healed herself praying Ylimancha for her blessing.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Then she healed Finn
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Fijit Kreutznaer
|
Recovering from Unconsciousness: 1d10 + 1 ⇒ (3) + 1 = 4
After an hour...
Recovering from Unconsciousness: 1d10 + 1 ⇒ (2) + 1 = 3
After another hour...
Recovering from Unconsciousness: 1d10 + 1 ⇒ (9) + 1 = 10
| Finn Garrety |
Recovering: 1d20 + 0 ⇒ (5) + 0 = 5
After Grimma heals finn he will open his eyes:
Man who turned off the lights. I think i got zapped seeing people wounded and Fijit lying on the ground. Channel positive Energy: 1d6 ⇒ 6 and again Channel positive Energy: 1d6 ⇒ 1 and again Channel positive Energy: 1d6 ⇒ 6
Fijit Kreutznaer
|
Sure. Onward
Rubbing her arms, looking very very wary of her surroundings and stuttering a bit,
"Thank you all for your help and even though I did not see most of the slaughter, thank you Zabivat."
"Anyone want a raisin?"
| Zabivat Bankrotstvo |
"I must admit I thought we might have met our match. I'm glad everyone survived the encounter, though I don't think I'll be trusting of lizards anytime soon. And yes, Fijit, I will gladly take a raisin."
| Zabivat Bankrotstvo |
"Hmm, a moment first. Let's see if there's any tracks first."
Survival: 1d20 + 4 ⇒ (9) + 4 = 13